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84076513b1
Particles won't move or rotate anymore with the node (or its parents) by default. This new default behavior is generally more suited to most use cases. Local coordinates can still be enabled on a per-node basis. This affects both 2D and 3D particles, and both CPU and GPU-based particles.
321 lines
9.5 KiB
C++
321 lines
9.5 KiB
C++
/*************************************************************************/
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/* cpu_particles_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CPU_PARTICLES_3D_H
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#define CPU_PARTICLES_3D_H
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#include "scene/3d/visual_instance_3d.h"
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class CPUParticles3D : public GeometryInstance3D {
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private:
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GDCLASS(CPUParticles3D, GeometryInstance3D);
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public:
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enum DrawOrder {
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DRAW_ORDER_INDEX,
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DRAW_ORDER_LIFETIME,
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DRAW_ORDER_VIEW_DEPTH,
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DRAW_ORDER_MAX
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};
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enum Parameter {
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PARAM_INITIAL_LINEAR_VELOCITY,
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PARAM_ANGULAR_VELOCITY,
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PARAM_ORBIT_VELOCITY,
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PARAM_LINEAR_ACCEL,
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PARAM_RADIAL_ACCEL,
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PARAM_TANGENTIAL_ACCEL,
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PARAM_DAMPING,
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PARAM_ANGLE,
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PARAM_SCALE,
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PARAM_HUE_VARIATION,
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PARAM_ANIM_SPEED,
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PARAM_ANIM_OFFSET,
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PARAM_MAX
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};
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enum ParticleFlags {
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PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
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PARTICLE_FLAG_ROTATE_Y,
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PARTICLE_FLAG_DISABLE_Z,
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PARTICLE_FLAG_MAX
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};
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enum EmissionShape {
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EMISSION_SHAPE_POINT,
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EMISSION_SHAPE_SPHERE,
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EMISSION_SHAPE_SPHERE_SURFACE,
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EMISSION_SHAPE_BOX,
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EMISSION_SHAPE_POINTS,
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EMISSION_SHAPE_DIRECTED_POINTS,
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EMISSION_SHAPE_RING,
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EMISSION_SHAPE_MAX
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};
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private:
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bool emitting = false;
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struct Particle {
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Transform3D transform;
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Color color;
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real_t custom[4] = {};
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Vector3 velocity;
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bool active = false;
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real_t angle_rand = 0.0;
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real_t scale_rand = 0.0;
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real_t hue_rot_rand = 0.0;
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real_t anim_offset_rand = 0.0;
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Color start_color_rand;
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double time = 0.0;
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double lifetime = 0.0;
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Color base_color;
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uint32_t seed = 0;
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};
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double time = 0.0;
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double inactive_time = 0.0;
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double frame_remainder = 0.0;
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int cycle = 0;
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bool redraw = false;
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RID multimesh;
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Vector<Particle> particles;
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Vector<float> particle_data;
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Vector<int> particle_order;
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struct SortLifetime {
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const Particle *particles = nullptr;
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bool operator()(int p_a, int p_b) const {
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return particles[p_a].time > particles[p_b].time;
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}
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};
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struct SortAxis {
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const Particle *particles = nullptr;
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Vector3 axis;
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bool operator()(int p_a, int p_b) const {
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return axis.dot(particles[p_a].transform.origin) < axis.dot(particles[p_b].transform.origin);
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}
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};
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//
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bool one_shot = false;
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double lifetime = 1.0;
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double pre_process_time = 0.0;
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real_t explosiveness_ratio = 0.0;
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real_t randomness_ratio = 0.0;
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double lifetime_randomness = 0.0;
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double speed_scale = 1.0;
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bool local_coords = false;
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int fixed_fps = 0;
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bool fractional_delta = true;
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Transform3D inv_emission_transform;
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SafeFlag can_update;
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DrawOrder draw_order = DRAW_ORDER_INDEX;
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Ref<Mesh> mesh;
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////////
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Vector3 direction = Vector3(1, 0, 0);
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real_t spread = 45.0;
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real_t flatness = 0.0;
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real_t parameters_min[PARAM_MAX];
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real_t parameters_max[PARAM_MAX] = {};
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Ref<Curve> curve_parameters[PARAM_MAX];
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Color color = Color(1, 1, 1, 1);
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Ref<Gradient> color_ramp;
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Ref<Gradient> color_initial_ramp;
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bool particle_flags[PARTICLE_FLAG_MAX] = {};
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EmissionShape emission_shape = EMISSION_SHAPE_POINT;
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real_t emission_sphere_radius = 1.0;
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Vector3 emission_box_extents = Vector3(1, 1, 1);
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Vector<Vector3> emission_points;
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Vector<Vector3> emission_normals;
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Vector<Color> emission_colors;
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int emission_point_count = 0;
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Vector3 emission_ring_axis;
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real_t emission_ring_height = 0.0;
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real_t emission_ring_radius = 0.0;
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real_t emission_ring_inner_radius = 0.0;
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Ref<Curve> scale_curve_x;
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Ref<Curve> scale_curve_y;
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Ref<Curve> scale_curve_z;
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bool split_scale = false;
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Vector3 gravity = Vector3(0, -9.8, 0);
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void _update_internal();
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void _particles_process(double p_delta);
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void _update_particle_data_buffer();
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Mutex update_mutex;
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void _update_render_thread();
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void _set_redraw(bool p_redraw);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo &property) const override;
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public:
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AABB get_aabb() const override;
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void set_emitting(bool p_emitting);
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void set_amount(int p_amount);
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void set_lifetime(double p_lifetime);
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void set_one_shot(bool p_one_shot);
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void set_pre_process_time(double p_time);
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void set_explosiveness_ratio(real_t p_ratio);
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void set_randomness_ratio(real_t p_ratio);
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void set_lifetime_randomness(double p_random);
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void set_use_local_coordinates(bool p_enable);
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void set_speed_scale(double p_scale);
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bool is_emitting() const;
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int get_amount() const;
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double get_lifetime() const;
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bool get_one_shot() const;
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double get_pre_process_time() const;
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real_t get_explosiveness_ratio() const;
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real_t get_randomness_ratio() const;
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double get_lifetime_randomness() const;
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bool get_use_local_coordinates() const;
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double get_speed_scale() const;
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void set_fixed_fps(int p_count);
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int get_fixed_fps() const;
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void set_fractional_delta(bool p_enable);
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bool get_fractional_delta() const;
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void set_draw_order(DrawOrder p_order);
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DrawOrder get_draw_order() const;
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void set_mesh(const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_mesh() const;
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///////////////////
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void set_direction(Vector3 p_direction);
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Vector3 get_direction() const;
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void set_spread(real_t p_spread);
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real_t get_spread() const;
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void set_flatness(real_t p_flatness);
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real_t get_flatness() const;
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void set_param_min(Parameter p_param, real_t p_value);
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real_t get_param_min(Parameter p_param) const;
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void set_param_max(Parameter p_param, real_t p_value);
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real_t get_param_max(Parameter p_param) const;
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void set_param_curve(Parameter p_param, const Ref<Curve> &p_curve);
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Ref<Curve> get_param_curve(Parameter p_param) const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_color_ramp(const Ref<Gradient> &p_ramp);
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Ref<Gradient> get_color_ramp() const;
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void set_color_initial_ramp(const Ref<Gradient> &p_ramp);
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Ref<Gradient> get_color_initial_ramp() const;
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void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
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bool get_particle_flag(ParticleFlags p_particle_flag) const;
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void set_emission_shape(EmissionShape p_shape);
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void set_emission_sphere_radius(real_t p_radius);
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void set_emission_box_extents(Vector3 p_extents);
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void set_emission_points(const Vector<Vector3> &p_points);
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void set_emission_normals(const Vector<Vector3> &p_normals);
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void set_emission_colors(const Vector<Color> &p_colors);
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void set_emission_ring_axis(Vector3 p_axis);
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void set_emission_ring_height(real_t p_height);
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void set_emission_ring_radius(real_t p_radius);
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void set_emission_ring_inner_radius(real_t p_radius);
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void set_scale_curve_x(Ref<Curve> p_scale_curve);
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void set_scale_curve_y(Ref<Curve> p_scale_curve);
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void set_scale_curve_z(Ref<Curve> p_scale_curve);
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void set_split_scale(bool p_split_scale);
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EmissionShape get_emission_shape() const;
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real_t get_emission_sphere_radius() const;
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Vector3 get_emission_box_extents() const;
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Vector<Vector3> get_emission_points() const;
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Vector<Vector3> get_emission_normals() const;
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Vector<Color> get_emission_colors() const;
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Vector3 get_emission_ring_axis() const;
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real_t get_emission_ring_height() const;
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real_t get_emission_ring_radius() const;
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real_t get_emission_ring_inner_radius() const;
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Ref<Curve> get_scale_curve_x() const;
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Ref<Curve> get_scale_curve_y() const;
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Ref<Curve> get_scale_curve_z() const;
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bool get_split_scale();
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void set_gravity(const Vector3 &p_gravity);
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Vector3 get_gravity() const;
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TypedArray<String> get_configuration_warnings() const override;
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void restart();
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void convert_from_particles(Node *p_particles);
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CPUParticles3D();
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~CPUParticles3D();
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};
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VARIANT_ENUM_CAST(CPUParticles3D::DrawOrder)
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VARIANT_ENUM_CAST(CPUParticles3D::Parameter)
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VARIANT_ENUM_CAST(CPUParticles3D::ParticleFlags)
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VARIANT_ENUM_CAST(CPUParticles3D::EmissionShape)
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#endif // CPU_PARTICLES_3D_H
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