Add finished signal to GPUParticles

This commit is contained in:
HolonProduction 2023-05-08 21:11:34 +02:00
parent 7030ac555f
commit 5322e255ad
8 changed files with 132 additions and 15 deletions

View File

@ -18,6 +18,7 @@
<return type="Rect2" />
<description>
Returns a rectangle containing the positions of all existing particles.
[b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
</description>
</method>
<method name="emit_particle">
@ -108,6 +109,14 @@
Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
</member>
</members>
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
</description>
</signal>
</signals>
<constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.

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@ -130,6 +130,14 @@
Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
</member>
</members>
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
</description>
</signal>
</signals>
<constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.

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@ -32,19 +32,37 @@
#include "core/core_string_names.h"
#include "scene/resources/particle_process_material.h"
#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
#include "core/config/engine.h"
#endif
void GPUParticles2D::set_emitting(bool p_emitting) {
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
if (p_emitting && one_shot) {
if (!active && !emitting) {
// Last cycle ended.
active = true;
time = 0;
signal_cancled = false;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
} else {
signal_cancled = true;
}
set_process_internal(true);
} else if (!p_emitting) {
set_process_internal(false);
if (one_shot) {
set_process_internal(true);
} else {
set_process_internal(false);
}
}
emitting = p_emitting;
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
}
void GPUParticles2D::set_amount(int p_amount) {
@ -211,7 +229,7 @@ void GPUParticles2D::set_speed_scale(double p_scale) {
}
bool GPUParticles2D::is_emitting() const {
return RS::get_singleton()->particles_get_emitting(particles);
return emitting;
}
int GPUParticles2D::get_amount() const {
@ -405,6 +423,16 @@ NodePath GPUParticles2D::get_sub_emitter() const {
void GPUParticles2D::restart() {
RS::get_singleton()->particles_restart(particles);
RS::get_singleton()->particles_set_emitting(particles, true);
emitting = true;
active = true;
signal_cancled = false;
time = 0;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
if (one_shot) {
set_process_internal(true);
}
}
void GPUParticles2D::_notification(int p_what) {
@ -570,9 +598,23 @@ void GPUParticles2D::_notification(int p_what) {
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (one_shot && !is_emitting()) {
notify_property_list_changed();
set_process_internal(false);
if (one_shot) {
time += get_process_delta_time();
if (time > emission_time) {
emitting = false;
if (!active) {
set_process_internal(false);
}
}
if (time > active_time) {
if (active && !signal_cancled) {
emit_signal(SceneStringNames::get_singleton()->finished);
}
active = false;
if (!emitting) {
set_process_internal(false);
}
}
}
} break;
}
@ -638,6 +680,8 @@ void GPUParticles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_trail_section_subdivisions", "subdivisions"), &GPUParticles2D::set_trail_section_subdivisions);
ClassDB::bind_method(D_METHOD("get_trail_section_subdivisions"), &GPUParticles2D::get_trail_section_subdivisions);
ADD_SIGNAL(MethodInfo("finished"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY_DEFAULT("emitting", true); // Workaround for doctool in headless mode, as dummy rasterizer always returns false.
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");

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@ -47,6 +47,9 @@ public:
private:
RID particles;
bool emitting = false;
bool active = false;
bool signal_cancled = false;
bool one_shot = false;
int amount = 0;
double lifetime = 0.0;
@ -78,6 +81,10 @@ private:
int trail_sections = 8;
int trail_section_subdivisions = 4;
double time = 0.0;
double emission_time = 0.0;
double active_time = 0.0;
RID mesh;
void _attach_sub_emitter();

View File

@ -31,19 +31,37 @@
#include "gpu_particles_3d.h"
#include "scene/resources/particle_process_material.h"
#include "scene/scene_string_names.h"
AABB GPUParticles3D::get_aabb() const {
return AABB();
}
void GPUParticles3D::set_emitting(bool p_emitting) {
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
if (p_emitting && one_shot) {
if (!active && !emitting) {
// Last cycle ended.
active = true;
time = 0;
signal_cancled = false;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
} else {
signal_cancled = true;
}
set_process_internal(true);
} else if (!p_emitting) {
set_process_internal(false);
if (one_shot) {
set_process_internal(true);
} else {
set_process_internal(false);
}
}
emitting = p_emitting;
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
}
void GPUParticles3D::set_amount(int p_amount) {
@ -122,7 +140,7 @@ void GPUParticles3D::set_collision_base_size(real_t p_size) {
}
bool GPUParticles3D::is_emitting() const {
return RS::get_singleton()->particles_get_emitting(particles);
return emitting;
}
int GPUParticles3D::get_amount() const {
@ -373,6 +391,16 @@ PackedStringArray GPUParticles3D::get_configuration_warnings() const {
void GPUParticles3D::restart() {
RenderingServer::get_singleton()->particles_restart(particles);
RenderingServer::get_singleton()->particles_set_emitting(particles, true);
emitting = true;
active = true;
signal_cancled = false;
time = 0;
emission_time = lifetime * (1 - explosiveness_ratio);
active_time = lifetime * (2 - explosiveness_ratio);
if (one_shot) {
set_process_internal(true);
}
}
AABB GPUParticles3D::capture_aabb() const {
@ -425,9 +453,23 @@ void GPUParticles3D::_notification(int p_what) {
// Use internal process when emitting and one_shot is on so that when
// the shot ends the editor can properly update.
case NOTIFICATION_INTERNAL_PROCESS: {
if (one_shot && !is_emitting()) {
notify_property_list_changed();
set_process_internal(false);
if (one_shot) {
time += get_process_delta_time();
if (time > emission_time) {
emitting = false;
if (!active) {
set_process_internal(false);
}
}
if (time > active_time) {
if (active && !signal_cancled) {
emit_signal(SceneStringNames::get_singleton()->finished);
}
active = false;
if (!emitting) {
set_process_internal(false);
}
}
}
} break;
@ -571,6 +613,8 @@ void GPUParticles3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transform_align", "align"), &GPUParticles3D::set_transform_align);
ClassDB::bind_method(D_METHOD("get_transform_align"), &GPUParticles3D::get_transform_align);
ADD_SIGNAL(MethodInfo("finished"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY_DEFAULT("emitting", true); // Workaround for doctool in headless mode, as dummy rasterizer always returns false.
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");

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@ -60,7 +60,10 @@ public:
private:
RID particles;
bool one_shot;
bool emitting = false;
bool active = false;
bool signal_cancled = false;
bool one_shot = false;
int amount = 0;
double lifetime = 0.0;
double pre_process_time = 0.0;
@ -87,6 +90,10 @@ private:
Vector<Ref<Mesh>> draw_passes;
Ref<Skin> skin;
double time = 0.0;
double emission_time = 0.0;
double active_time = 0.0;
void _attach_sub_emitter();
void _skinning_changed();

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@ -57,7 +57,6 @@ SceneStringNames::SceneStringNames() {
sleeping_state_changed = StaticCString::create("sleeping_state_changed");
finished = StaticCString::create("finished");
emission_finished = StaticCString::create("emission_finished");
animation_finished = StaticCString::create("animation_finished");
animation_changed = StaticCString::create("animation_changed");
animation_started = StaticCString::create("animation_started");

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@ -93,7 +93,6 @@ public:
StringName sort_children;
StringName finished;
StringName emission_finished;
StringName animation_finished;
StringName animation_changed;
StringName animation_started;