virtualx-engine/scene/2d/cpu_particles_2d.h
lawnjelly 3e19cf834a CPUParticles2D - Add ability to follow physics interpolated target
Allows a non-interpolated particle system to closely follow an interpolated target without tracking ahead of the target, by performing fixed timestep interpolation on the particle system global transform, and using this for emission.
2023-09-18 16:05:03 +01:00

368 lines
10 KiB
C++

/**************************************************************************/
/* cpu_particles_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#ifndef CPU_PARTICLES_2D_H
#define CPU_PARTICLES_2D_H
#include "core/rid.h"
#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"
// #define GODOT_CPU_PARTICLES_2D_LEGACY_COMPATIBILITY
class CPUParticles2D : public Node2D {
private:
GDCLASS(CPUParticles2D, Node2D);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
};
enum Parameter {
PARAM_INITIAL_LINEAR_VELOCITY,
PARAM_ANGULAR_VELOCITY,
PARAM_ORBIT_VELOCITY,
PARAM_LINEAR_ACCEL,
PARAM_RADIAL_ACCEL,
PARAM_TANGENTIAL_ACCEL,
PARAM_DAMPING,
PARAM_ANGLE,
PARAM_SCALE,
PARAM_HUE_VARIATION,
PARAM_ANIM_SPEED,
PARAM_ANIM_OFFSET,
PARAM_MAX
};
enum Flags {
FLAG_ALIGN_Y_TO_VELOCITY,
FLAG_ROTATE_Y, // Unused, but exposed for consistency with 3D.
FLAG_DISABLE_Z, // Unused, but exposed for consistency with 3D.
FLAG_MAX
};
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_RECTANGLE,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
EMISSION_SHAPE_MAX
};
private:
bool emitting;
struct ParticleBase {
void blank() {
for (int n = 0; n < 4; n++) {
custom[n] = 0.0f;
}
}
Transform2D transform;
Color color;
float custom[4];
};
// Warning - beware of adding non-trivial types
// to this structure as it is zeroed to initialize in set_amount().
struct Particle : public ParticleBase {
void copy_to(ParticleBase &r_o) {
r_o.transform = transform;
r_o.color = color;
memcpy(r_o.custom, custom, sizeof(custom));
}
float rotation;
Vector2 velocity;
bool active;
float angle_rand;
float scale_rand;
float hue_rot_rand;
float anim_offset_rand;
Color start_color_rand;
float time;
float lifetime;
Color base_color;
uint32_t seed;
};
float time;
float inactive_time;
float frame_remainder;
int cycle;
bool redraw;
RID mesh;
RID multimesh;
PoolVector<Particle> particles;
LocalVector<ParticleBase> particles_prev;
PoolVector<float> particle_data;
PoolVector<float> particle_data_prev;
PoolVector<int> particle_order;
struct SortLifetime {
const Particle *particles;
bool operator()(int p_a, int p_b) const {
return particles[p_a].time > particles[p_b].time;
}
};
struct SortAxis {
const Particle *particles;
Vector2 axis;
bool operator()(int p_a, int p_b) const {
return axis.dot(particles[p_a].transform[2]) < axis.dot(particles[p_b].transform[2]);
}
};
//
bool one_shot;
float lifetime;
float pre_process_time;
float explosiveness_ratio;
float randomness_ratio;
float lifetime_randomness;
float speed_scale;
bool local_coords;
int fixed_fps;
bool fractional_delta;
Transform2D inv_emission_transform;
DrawOrder draw_order;
Ref<Texture> texture;
Ref<Texture> normalmap;
////////
Vector2 direction;
float spread;
float parameters[PARAM_MAX];
float randomness[PARAM_MAX];
Ref<Curve> curve_parameters[PARAM_MAX];
Color color;
Ref<Gradient> color_ramp;
Ref<Gradient> color_initial_ramp;
bool flags[FLAG_MAX];
EmissionShape emission_shape;
float emission_sphere_radius;
Vector2 emission_rect_extents;
PoolVector<Vector2> emission_points;
PoolVector<Vector2> emission_normals;
PoolVector<Color> emission_colors;
int emission_point_count;
Vector2 gravity;
void _update_internal(bool p_on_physics_tick);
void _particles_process(float p_delta);
void _particle_process(Particle &r_p, const Transform2D &p_emission_xform, float p_local_delta, float &r_tv);
void _update_particle_data_buffer();
Mutex update_mutex;
// Whether this particle system is interpolated.
bool _interpolated = false;
struct InterpolationData {
// Whether this particle is non-interpolated, but following an interpolated parent.
bool interpolated_follow = false;
// If doing interpolated follow, we need to keep these updated per tick.
Transform2D global_xform_curr;
Transform2D global_xform_prev;
} _interpolation_data;
void _update_render_thread();
void _update_mesh_texture();
void _set_redraw(bool p_redraw);
void _texture_changed();
void _refresh_interpolation_state();
template <bool TRANSFORM_PARTICLE>
void _fill_particle_data(const ParticleBase &p_source, float *r_dest, bool p_active) const {
if (p_active) {
#ifdef GODOT_CPU_PARTICLES_2D_LEGACY_COMPATIBILITY
Transform2D t = p_source.transform;
if (TRANSFORM_PARTICLE) {
t = inv_emission_transform * t;
}
#else
const Transform2D &t = p_source.transform;
#endif
r_dest[0] = t.elements[0][0];
r_dest[1] = t.elements[1][0];
r_dest[2] = 0;
r_dest[3] = t.elements[2][0];
r_dest[4] = t.elements[0][1];
r_dest[5] = t.elements[1][1];
r_dest[6] = 0;
r_dest[7] = t.elements[2][1];
Color c = p_source.color;
uint8_t *data8 = (uint8_t *)&r_dest[8];
data8[0] = CLAMP(c.r * 255.0, 0, 255);
data8[1] = CLAMP(c.g * 255.0, 0, 255);
data8[2] = CLAMP(c.b * 255.0, 0, 255);
data8[3] = CLAMP(c.a * 255.0, 0, 255);
r_dest[9] = p_source.custom[0];
r_dest[10] = p_source.custom[1];
r_dest[11] = p_source.custom[2];
r_dest[12] = p_source.custom[3];
} else {
memset(r_dest, 0, sizeof(float) * 13);
}
}
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const;
public:
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
void set_lifetime(float p_lifetime);
void set_one_shot(bool p_one_shot);
void set_pre_process_time(float p_time);
void set_explosiveness_ratio(float p_ratio);
void set_randomness_ratio(float p_ratio);
void set_lifetime_randomness(float p_random);
void set_use_local_coordinates(bool p_enable);
void set_speed_scale(float p_scale);
bool is_emitting() const;
int get_amount() const;
float get_lifetime() const;
bool get_one_shot() const;
float get_pre_process_time() const;
float get_explosiveness_ratio() const;
float get_randomness_ratio() const;
float get_lifetime_randomness() const;
bool get_use_local_coordinates() const;
float get_speed_scale() const;
void set_fixed_fps(int p_count);
int get_fixed_fps() const;
void set_fractional_delta(bool p_enable);
bool get_fractional_delta() const;
void set_draw_order(DrawOrder p_order);
DrawOrder get_draw_order() const;
void set_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_texture() const;
void set_normalmap(const Ref<Texture> &p_normalmap);
Ref<Texture> get_normalmap() const;
///////////////////
void set_direction(Vector2 p_direction);
Vector2 get_direction() const;
void set_spread(float p_spread);
float get_spread() const;
void set_param(Parameter p_param, float p_value);
float get_param(Parameter p_param) const;
void set_param_randomness(Parameter p_param, float p_value);
float get_param_randomness(Parameter p_param) const;
void set_param_curve(Parameter p_param, const Ref<Curve> &p_curve);
Ref<Curve> get_param_curve(Parameter p_param) const;
void set_color(const Color &p_color);
Color get_color() const;
void set_color_ramp(const Ref<Gradient> &p_ramp);
Ref<Gradient> get_color_ramp() const;
void set_color_initial_ramp(const Ref<Gradient> &p_ramp);
Ref<Gradient> get_color_initial_ramp() const;
void set_particle_flag(Flags p_flag, bool p_enable);
bool get_particle_flag(Flags p_flag) const;
void set_emission_shape(EmissionShape p_shape);
void set_emission_sphere_radius(float p_radius);
void set_emission_rect_extents(Vector2 p_extents);
void set_emission_points(const PoolVector<Vector2> &p_points);
void set_emission_normals(const PoolVector<Vector2> &p_normals);
void set_emission_colors(const PoolVector<Color> &p_colors);
EmissionShape get_emission_shape() const;
float get_emission_sphere_radius() const;
Vector2 get_emission_rect_extents() const;
PoolVector<Vector2> get_emission_points() const;
PoolVector<Vector2> get_emission_normals() const;
PoolVector<Color> get_emission_colors() const;
void set_gravity(const Vector2 &p_gravity);
Vector2 get_gravity() const;
virtual String get_configuration_warning() const;
void restart();
void convert_from_particles(Node *p_particles);
CPUParticles2D();
~CPUParticles2D();
};
VARIANT_ENUM_CAST(CPUParticles2D::DrawOrder)
VARIANT_ENUM_CAST(CPUParticles2D::Parameter)
VARIANT_ENUM_CAST(CPUParticles2D::Flags)
VARIANT_ENUM_CAST(CPUParticles2D::EmissionShape)
#endif // CPU_PARTICLES_2D_H