virtualx-engine/scene/3d/gpu_particles_collision_3d.cpp
2021-06-03 07:30:01 -04:00

901 lines
32 KiB
C++

/*************************************************************************/
/* gpu_particles_collision_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gpu_particles_collision_3d.h"
#include "core/templates/thread_work_pool.h"
#include "mesh_instance_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/main/viewport.h"
void GPUParticlesCollision3D::set_cull_mask(uint32_t p_cull_mask) {
cull_mask = p_cull_mask;
RS::get_singleton()->particles_collision_set_cull_mask(collision, p_cull_mask);
}
uint32_t GPUParticlesCollision3D::get_cull_mask() const {
return cull_mask;
}
void GPUParticlesCollision3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &GPUParticlesCollision3D::set_cull_mask);
ClassDB::bind_method(D_METHOD("get_cull_mask"), &GPUParticlesCollision3D::get_cull_mask);
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
}
GPUParticlesCollision3D::GPUParticlesCollision3D(RS::ParticlesCollisionType p_type) {
collision = RS::get_singleton()->particles_collision_create();
RS::get_singleton()->particles_collision_set_collision_type(collision, p_type);
set_base(collision);
}
GPUParticlesCollision3D::~GPUParticlesCollision3D() {
RS::get_singleton()->free(collision);
}
/////////////////////////////////
void GPUParticlesCollisionSphere::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesCollisionSphere::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesCollisionSphere::get_radius);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_radius", "get_radius");
}
void GPUParticlesCollisionSphere::set_radius(float p_radius) {
radius = p_radius;
RS::get_singleton()->particles_collision_set_sphere_radius(_get_collision(), radius);
update_gizmo();
}
float GPUParticlesCollisionSphere::get_radius() const {
return radius;
}
AABB GPUParticlesCollisionSphere::get_aabb() const {
return AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2, radius * 2, radius * 2));
}
GPUParticlesCollisionSphere::GPUParticlesCollisionSphere() :
GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE) {
}
GPUParticlesCollisionSphere::~GPUParticlesCollisionSphere() {
}
///////////////////////////
void GPUParticlesCollisionBox::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionBox::set_extents);
ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionBox::get_extents);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
}
void GPUParticlesCollisionBox::set_extents(const Vector3 &p_extents) {
extents = p_extents;
RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
update_gizmo();
}
Vector3 GPUParticlesCollisionBox::get_extents() const {
return extents;
}
AABB GPUParticlesCollisionBox::get_aabb() const {
return AABB(-extents, extents * 2);
}
GPUParticlesCollisionBox::GPUParticlesCollisionBox() :
GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE) {
}
GPUParticlesCollisionBox::~GPUParticlesCollisionBox() {
}
///////////////////////////////
///////////////////////////
void GPUParticlesCollisionSDF::_find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes) {
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_at_node);
if (mi && mi->is_visible_in_tree()) {
Ref<Mesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
AABB aabb = mesh->get_aabb();
Transform3D xf = get_global_transform().affine_inverse() * mi->get_global_transform();
if (p_aabb.intersects(xf.xform(aabb))) {
PlotMesh pm;
pm.local_xform = xf;
pm.mesh = mesh;
plot_meshes.push_back(pm);
}
}
}
Node3D *s = Object::cast_to<Node3D>(p_at_node);
if (s) {
if (s->is_visible_in_tree()) {
Array meshes = p_at_node->call("get_meshes");
for (int i = 0; i < meshes.size(); i += 2) {
Transform3D mxf = meshes[i];
Ref<Mesh> mesh = meshes[i + 1];
if (!mesh.is_valid()) {
continue;
}
AABB aabb = mesh->get_aabb();
Transform3D xf = get_global_transform().affine_inverse() * (s->get_global_transform() * mxf);
if (p_aabb.intersects(xf.xform(aabb))) {
PlotMesh pm;
pm.local_xform = xf;
pm.mesh = mesh;
plot_meshes.push_back(pm);
}
}
}
}
for (int i = 0; i < p_at_node->get_child_count(); i++) {
Node *child = p_at_node->get_child(i);
_find_meshes(p_aabb, child, plot_meshes);
}
}
uint32_t GPUParticlesCollisionSDF::_create_bvh(LocalVector<BVH> &bvh_tree, FacePos *p_faces, uint32_t p_face_count, const Face3 *p_triangles, float p_thickness) {
if (p_face_count == 1) {
return BVH::LEAF_BIT | p_faces[0].index;
}
uint32_t index = bvh_tree.size();
{
BVH bvh;
for (uint32_t i = 0; i < p_face_count; i++) {
const Face3 &f = p_triangles[p_faces[i].index];
AABB aabb(f.vertex[0], Vector3());
aabb.expand_to(f.vertex[1]);
aabb.expand_to(f.vertex[2]);
if (p_thickness > 0.0) {
Vector3 normal = p_triangles[p_faces[i].index].get_plane().normal;
aabb.expand_to(f.vertex[0] - normal * p_thickness);
aabb.expand_to(f.vertex[1] - normal * p_thickness);
aabb.expand_to(f.vertex[2] - normal * p_thickness);
}
if (i == 0) {
bvh.bounds = aabb;
} else {
bvh.bounds.merge_with(aabb);
}
}
bvh_tree.push_back(bvh);
}
uint32_t middle = p_face_count / 2;
SortArray<FacePos, FaceSort> s;
s.compare.axis = bvh_tree[index].bounds.get_longest_axis_index();
s.sort(p_faces, p_face_count);
uint32_t left = _create_bvh(bvh_tree, p_faces, middle, p_triangles, p_thickness);
uint32_t right = _create_bvh(bvh_tree, p_faces + middle, p_face_count - middle, p_triangles, p_thickness);
bvh_tree[index].children[0] = left;
bvh_tree[index].children[1] = right;
return index;
}
static _FORCE_INLINE_ float Vector3_dot2(const Vector3 &p_vec3) {
return p_vec3.dot(p_vec3);
}
void GPUParticlesCollisionSDF::_find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance) {
if (p_bvh_cell & BVH::LEAF_BIT) {
p_bvh_cell &= BVH::LEAF_MASK; //remove bit
Vector3 point = p_pos;
Plane p = triangles[p_bvh_cell].get_plane();
float d = p.distance_to(point);
float inside_d = 1e20;
if (d < 0 && d > -thickness) {
//inside planes, do this in 2D
Vector3 x_axis = (triangles[p_bvh_cell].vertex[0] - triangles[p_bvh_cell].vertex[1]).normalized();
Vector3 y_axis = p.normal.cross(x_axis).normalized();
Vector2 points[3];
for (int i = 0; i < 3; i++) {
points[i] = Vector2(x_axis.dot(triangles[p_bvh_cell].vertex[i]), y_axis.dot(triangles[p_bvh_cell].vertex[i]));
}
Vector2 p2d = Vector2(x_axis.dot(point), y_axis.dot(point));
{
// https://www.shadertoy.com/view/XsXSz4
Vector2 e0 = points[1] - points[0];
Vector2 e1 = points[2] - points[1];
Vector2 e2 = points[0] - points[2];
Vector2 v0 = p2d - points[0];
Vector2 v1 = p2d - points[1];
Vector2 v2 = p2d - points[2];
Vector2 pq0 = v0 - e0 * CLAMP(v0.dot(e0) / e0.dot(e0), 0.0, 1.0);
Vector2 pq1 = v1 - e1 * CLAMP(v1.dot(e1) / e1.dot(e1), 0.0, 1.0);
Vector2 pq2 = v2 - e2 * CLAMP(v2.dot(e2) / e2.dot(e2), 0.0, 1.0);
float s = SGN(e0.x * e2.y - e0.y * e2.x);
Vector2 d2 = Vector2(pq0.dot(pq0), s * (v0.x * e0.y - v0.y * e0.x)).min(Vector2(pq1.dot(pq1), s * (v1.x * e1.y - v1.y * e1.x))).min(Vector2(pq2.dot(pq2), s * (v2.x * e2.y - v2.y * e2.x)));
inside_d = -Math::sqrt(d2.x) * SGN(d2.y);
}
//make sure distance to planes is not shorter if inside
if (inside_d < 0) {
inside_d = MAX(inside_d, d);
inside_d = MAX(inside_d, -(thickness + d));
}
closest_distance = MIN(closest_distance, inside_d);
} else {
if (d < 0) {
point -= p.normal * thickness; //flatten
}
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
Vector3 a = triangles[p_bvh_cell].vertex[0];
Vector3 b = triangles[p_bvh_cell].vertex[1];
Vector3 c = triangles[p_bvh_cell].vertex[2];
Vector3 ba = b - a;
Vector3 pa = point - a;
Vector3 cb = c - b;
Vector3 pb = point - b;
Vector3 ac = a - c;
Vector3 pc = point - c;
Vector3 nor = ba.cross(ac);
inside_d = Math::sqrt(
(SGN(ba.cross(nor).dot(pa)) +
SGN(cb.cross(nor).dot(pb)) +
SGN(ac.cross(nor).dot(pc)) <
2.0) ?
MIN(MIN(
Vector3_dot2(ba * CLAMP(ba.dot(pa) / Vector3_dot2(ba), 0.0, 1.0) - pa),
Vector3_dot2(cb * CLAMP(cb.dot(pb) / Vector3_dot2(cb), 0.0, 1.0) - pb)),
Vector3_dot2(ac * CLAMP(ac.dot(pc) / Vector3_dot2(ac), 0.0, 1.0) - pc)) :
nor.dot(pa) * nor.dot(pa) / Vector3_dot2(nor));
closest_distance = MIN(closest_distance, inside_d);
}
} else {
bool pass = true;
if (!bvh[p_bvh_cell].bounds.has_point(p_pos)) {
//outside, find closest point
Vector3 he = bvh[p_bvh_cell].bounds.size * 0.5;
Vector3 center = bvh[p_bvh_cell].bounds.position + he;
Vector3 rel = (p_pos - center).abs();
Vector3 closest(MIN(rel.x, he.x), MIN(rel.y, he.y), MIN(rel.z, he.z));
float d = rel.distance_to(closest);
if (d >= closest_distance) {
pass = false; //already closer than this aabb, discard
}
}
if (pass) {
_find_closest_distance(p_pos, bvh, bvh[p_bvh_cell].children[0], triangles, thickness, closest_distance);
_find_closest_distance(p_pos, bvh, bvh[p_bvh_cell].children[1], triangles, thickness, closest_distance);
}
}
}
void GPUParticlesCollisionSDF::_compute_sdf_z(uint32_t p_z, ComputeSDFParams *params) {
int32_t z_ofs = p_z * params->size.y * params->size.x;
for (int32_t y = 0; y < params->size.y; y++) {
int32_t y_ofs = z_ofs + y * params->size.x;
for (int32_t x = 0; x < params->size.x; x++) {
int32_t x_ofs = y_ofs + x;
float &cell = params->cells[x_ofs];
Vector3 pos = params->cell_offset + Vector3(x, y, p_z) * params->cell_size;
cell = 1e20;
_find_closest_distance(pos, params->bvh, 0, params->triangles, params->thickness, cell);
}
}
}
void GPUParticlesCollisionSDF::_compute_sdf(ComputeSDFParams *params) {
ThreadWorkPool work_pool;
work_pool.init();
work_pool.begin_work(params->size.z, this, &GPUParticlesCollisionSDF::_compute_sdf_z, params);
while (!work_pool.is_done_dispatching()) {
OS::get_singleton()->delay_usec(10000);
bake_step_function(work_pool.get_work_index() * 100 / params->size.z, "Baking SDF");
}
work_pool.end_work();
work_pool.finish();
}
Vector3i GPUParticlesCollisionSDF::get_estimated_cell_size() const {
static const int subdivs[RESOLUTION_MAX] = { 16, 32, 64, 128, 256, 512 };
int subdiv = subdivs[get_resolution()];
AABB aabb(-extents, extents * 2);
float cell_size = aabb.get_longest_axis_size() / float(subdiv);
Vector3i sdf_size = Vector3i(aabb.size / cell_size);
sdf_size.x = MAX(1, sdf_size.x);
sdf_size.y = MAX(1, sdf_size.y);
sdf_size.z = MAX(1, sdf_size.z);
return sdf_size;
}
Ref<Image> GPUParticlesCollisionSDF::bake() {
static const int subdivs[RESOLUTION_MAX] = { 16, 32, 64, 128, 256, 512 };
int subdiv = subdivs[get_resolution()];
AABB aabb(-extents, extents * 2);
float cell_size = aabb.get_longest_axis_size() / float(subdiv);
Vector3i sdf_size = Vector3i(aabb.size / cell_size);
sdf_size.x = MAX(1, sdf_size.x);
sdf_size.y = MAX(1, sdf_size.y);
sdf_size.z = MAX(1, sdf_size.z);
if (bake_begin_function) {
bake_begin_function(100);
}
aabb.size = Vector3(sdf_size) * cell_size;
List<PlotMesh> plot_meshes;
_find_meshes(aabb, get_parent(), plot_meshes);
LocalVector<Face3> faces;
if (bake_step_function) {
bake_step_function(0, "Finding Meshes");
}
for (List<PlotMesh>::Element *E = plot_meshes.front(); E; E = E->next()) {
const PlotMesh &pm = E->get();
for (int i = 0; i < pm.mesh->get_surface_count(); i++) {
if (pm.mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
continue; //only triangles
}
Array a = pm.mesh->surface_get_arrays(i);
Vector<Vector3> vertices = a[Mesh::ARRAY_VERTEX];
const Vector3 *vr = vertices.ptr();
Vector<int> index = a[Mesh::ARRAY_INDEX];
if (index.size()) {
int facecount = index.size() / 3;
const int *ir = index.ptr();
for (int j = 0; j < facecount; j++) {
Face3 face;
for (int k = 0; k < 3; k++) {
face.vertex[k] = pm.local_xform.xform(vr[ir[j * 3 + k]]);
}
//test against original bounds
if (!Geometry3D::triangle_box_overlap(aabb.position + aabb.size * 0.5, aabb.size * 0.5, face.vertex)) {
continue;
}
faces.push_back(face);
}
} else {
int facecount = vertices.size() / 3;
for (int j = 0; j < facecount; j++) {
Face3 face;
for (int k = 0; k < 3; k++) {
face.vertex[k] = pm.local_xform.xform(vr[j * 3 + k]);
}
//test against original bounds
if (!Geometry3D::triangle_box_overlap(aabb.position + aabb.size * 0.5, aabb.size * 0.5, face.vertex)) {
continue;
}
faces.push_back(face);
}
}
}
}
//compute bvh
ERR_FAIL_COND_V(faces.size() <= 1, Ref<Image>());
LocalVector<FacePos> face_pos;
face_pos.resize(faces.size());
float th = cell_size * thickness;
for (uint32_t i = 0; i < faces.size(); i++) {
face_pos[i].index = i;
face_pos[i].center = (faces[i].vertex[0] + faces[i].vertex[1] + faces[i].vertex[2]) / 2;
if (th > 0.0) {
face_pos[i].center -= faces[i].get_plane().normal * th * 0.5;
}
}
if (bake_step_function) {
bake_step_function(0, "Creating BVH");
}
LocalVector<BVH> bvh;
_create_bvh(bvh, face_pos.ptr(), face_pos.size(), faces.ptr(), th);
Vector<uint8_t> data;
data.resize(sdf_size.z * sdf_size.y * sdf_size.x * sizeof(float));
if (bake_step_function) {
bake_step_function(0, "Baking SDF");
}
ComputeSDFParams params;
params.cells = (float *)data.ptrw();
params.size = sdf_size;
params.cell_size = cell_size;
params.cell_offset = aabb.position + Vector3(cell_size * 0.5, cell_size * 0.5, cell_size * 0.5);
params.bvh = bvh.ptr();
params.triangles = faces.ptr();
params.thickness = th;
_compute_sdf(&params);
Ref<Image> ret;
ret.instance();
ret->create(sdf_size.x, sdf_size.y * sdf_size.z, false, Image::FORMAT_RF, data);
ret->convert(Image::FORMAT_RH); //convert to half, save space
ret->set_meta("depth", sdf_size.z); //hack, make sure to add to the docs of this function
if (bake_end_function) {
bake_end_function();
}
return ret;
}
void GPUParticlesCollisionSDF::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionSDF::set_extents);
ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionSDF::get_extents);
ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionSDF::set_resolution);
ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionSDF::get_resolution);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticlesCollisionSDF::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticlesCollisionSDF::get_texture);
ClassDB::bind_method(D_METHOD("set_thickness", "thickness"), &GPUParticlesCollisionSDF::set_thickness);
ClassDB::bind_method(D_METHOD("get_thickness"), &GPUParticlesCollisionSDF::get_thickness);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "16,32,64,128,256,512"), "set_resolution", "get_resolution");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "thickness", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_thickness", "get_thickness");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
BIND_ENUM_CONSTANT(RESOLUTION_16);
BIND_ENUM_CONSTANT(RESOLUTION_32);
BIND_ENUM_CONSTANT(RESOLUTION_64);
BIND_ENUM_CONSTANT(RESOLUTION_128);
BIND_ENUM_CONSTANT(RESOLUTION_256);
BIND_ENUM_CONSTANT(RESOLUTION_512);
BIND_ENUM_CONSTANT(RESOLUTION_MAX);
}
void GPUParticlesCollisionSDF::set_thickness(float p_thickness) {
thickness = p_thickness;
}
float GPUParticlesCollisionSDF::get_thickness() const {
return thickness;
}
void GPUParticlesCollisionSDF::set_extents(const Vector3 &p_extents) {
extents = p_extents;
RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
update_gizmo();
}
Vector3 GPUParticlesCollisionSDF::get_extents() const {
return extents;
}
void GPUParticlesCollisionSDF::set_resolution(Resolution p_resolution) {
resolution = p_resolution;
update_gizmo();
}
GPUParticlesCollisionSDF::Resolution GPUParticlesCollisionSDF::get_resolution() const {
return resolution;
}
void GPUParticlesCollisionSDF::set_texture(const Ref<Texture3D> &p_texture) {
texture = p_texture;
RID tex = texture.is_valid() ? texture->get_rid() : RID();
RS::get_singleton()->particles_collision_set_field_texture(_get_collision(), tex);
}
Ref<Texture3D> GPUParticlesCollisionSDF::get_texture() const {
return texture;
}
AABB GPUParticlesCollisionSDF::get_aabb() const {
return AABB(-extents, extents * 2);
}
GPUParticlesCollisionSDF::BakeBeginFunc GPUParticlesCollisionSDF::bake_begin_function = nullptr;
GPUParticlesCollisionSDF::BakeStepFunc GPUParticlesCollisionSDF::bake_step_function = nullptr;
GPUParticlesCollisionSDF::BakeEndFunc GPUParticlesCollisionSDF::bake_end_function = nullptr;
GPUParticlesCollisionSDF::GPUParticlesCollisionSDF() :
GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE) {
}
GPUParticlesCollisionSDF::~GPUParticlesCollisionSDF() {
}
////////////////////////////
////////////////////////////
void GPUParticlesCollisionHeightField::_notification(int p_what) {
if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
if (update_mode == UPDATE_MODE_ALWAYS) {
RS::get_singleton()->particles_collision_height_field_update(_get_collision());
}
if (follow_camera_mode && get_viewport()) {
Camera3D *cam = get_viewport()->get_camera();
if (cam) {
Transform3D xform = get_global_transform();
Vector3 x_axis = xform.basis.get_axis(Vector3::AXIS_X).normalized();
Vector3 z_axis = xform.basis.get_axis(Vector3::AXIS_Z).normalized();
float x_len = xform.basis.get_scale().x;
float z_len = xform.basis.get_scale().z;
Vector3 cam_pos = cam->get_global_transform().origin;
Transform3D new_xform = xform;
while (x_axis.dot(cam_pos - new_xform.origin) > x_len) {
new_xform.origin += x_axis * x_len;
}
while (x_axis.dot(cam_pos - new_xform.origin) < -x_len) {
new_xform.origin -= x_axis * x_len;
}
while (z_axis.dot(cam_pos - new_xform.origin) > z_len) {
new_xform.origin += z_axis * z_len;
}
while (z_axis.dot(cam_pos - new_xform.origin) < -z_len) {
new_xform.origin -= z_axis * z_len;
}
if (new_xform != xform) {
set_global_transform(new_xform);
RS::get_singleton()->particles_collision_height_field_update(_get_collision());
}
}
}
}
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
RS::get_singleton()->particles_collision_height_field_update(_get_collision());
}
}
void GPUParticlesCollisionHeightField::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionHeightField::set_extents);
ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionHeightField::get_extents);
ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionHeightField::set_resolution);
ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionHeightField::get_resolution);
ClassDB::bind_method(D_METHOD("set_update_mode", "update_mode"), &GPUParticlesCollisionHeightField::set_update_mode);
ClassDB::bind_method(D_METHOD("get_update_mode"), &GPUParticlesCollisionHeightField::get_update_mode);
ClassDB::bind_method(D_METHOD("set_follow_camera_mode", "enabled"), &GPUParticlesCollisionHeightField::set_follow_camera_mode);
ClassDB::bind_method(D_METHOD("is_follow_camera_mode_enabled"), &GPUParticlesCollisionHeightField::is_follow_camera_mode_enabled);
ClassDB::bind_method(D_METHOD("set_follow_camera_push_ratio", "ratio"), &GPUParticlesCollisionHeightField::set_follow_camera_push_ratio);
ClassDB::bind_method(D_METHOD("get_follow_camera_push_ratio"), &GPUParticlesCollisionHeightField::get_follow_camera_push_ratio);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "256,512,1024,2048,4096,8192"), "set_resolution", "get_resolution");
ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "WhenMoved,Always"), "set_update_mode", "get_update_mode");
ADD_GROUP("Follow Camera", "follow_camera_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_camera_enabled"), "set_follow_camera_mode", "is_follow_camera_mode_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "follow_camera_push_ratio", PROPERTY_HINT_RANGE, "0.01,1,0.01"), "set_follow_camera_push_ratio", "get_follow_camera_push_ratio");
BIND_ENUM_CONSTANT(RESOLUTION_256);
BIND_ENUM_CONSTANT(RESOLUTION_512);
BIND_ENUM_CONSTANT(RESOLUTION_1024);
BIND_ENUM_CONSTANT(RESOLUTION_2048);
BIND_ENUM_CONSTANT(RESOLUTION_4096);
BIND_ENUM_CONSTANT(RESOLUTION_8192);
BIND_ENUM_CONSTANT(RESOLUTION_MAX);
BIND_ENUM_CONSTANT(UPDATE_MODE_WHEN_MOVED);
BIND_ENUM_CONSTANT(UPDATE_MODE_ALWAYS);
}
void GPUParticlesCollisionHeightField::set_follow_camera_push_ratio(float p_follow_camera_push_ratio) {
follow_camera_push_ratio = p_follow_camera_push_ratio;
}
float GPUParticlesCollisionHeightField::get_follow_camera_push_ratio() const {
return follow_camera_push_ratio;
}
void GPUParticlesCollisionHeightField::set_extents(const Vector3 &p_extents) {
extents = p_extents;
RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
update_gizmo();
RS::get_singleton()->particles_collision_height_field_update(_get_collision());
}
Vector3 GPUParticlesCollisionHeightField::get_extents() const {
return extents;
}
void GPUParticlesCollisionHeightField::set_resolution(Resolution p_resolution) {
resolution = p_resolution;
RS::get_singleton()->particles_collision_set_height_field_resolution(_get_collision(), RS::ParticlesCollisionHeightfieldResolution(resolution));
update_gizmo();
RS::get_singleton()->particles_collision_height_field_update(_get_collision());
}
GPUParticlesCollisionHeightField::Resolution GPUParticlesCollisionHeightField::get_resolution() const {
return resolution;
}
void GPUParticlesCollisionHeightField::set_update_mode(UpdateMode p_update_mode) {
update_mode = p_update_mode;
set_process_internal(follow_camera_mode || update_mode == UPDATE_MODE_ALWAYS);
}
GPUParticlesCollisionHeightField::UpdateMode GPUParticlesCollisionHeightField::get_update_mode() const {
return update_mode;
}
void GPUParticlesCollisionHeightField::set_follow_camera_mode(bool p_enabled) {
follow_camera_mode = p_enabled;
set_process_internal(follow_camera_mode || update_mode == UPDATE_MODE_ALWAYS);
}
bool GPUParticlesCollisionHeightField::is_follow_camera_mode_enabled() const {
return follow_camera_mode;
}
AABB GPUParticlesCollisionHeightField::get_aabb() const {
return AABB(-extents, extents * 2);
}
GPUParticlesCollisionHeightField::GPUParticlesCollisionHeightField() :
GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE) {
}
GPUParticlesCollisionHeightField::~GPUParticlesCollisionHeightField() {
}
////////////////////////////
////////////////////////////
void GPUParticlesAttractor3D::set_cull_mask(uint32_t p_cull_mask) {
cull_mask = p_cull_mask;
RS::get_singleton()->particles_collision_set_cull_mask(collision, p_cull_mask);
}
uint32_t GPUParticlesAttractor3D::get_cull_mask() const {
return cull_mask;
}
void GPUParticlesAttractor3D::set_strength(float p_strength) {
strength = p_strength;
RS::get_singleton()->particles_collision_set_attractor_strength(collision, p_strength);
}
float GPUParticlesAttractor3D::get_strength() const {
return strength;
}
void GPUParticlesAttractor3D::set_attenuation(float p_attenuation) {
attenuation = p_attenuation;
RS::get_singleton()->particles_collision_set_attractor_attenuation(collision, p_attenuation);
}
float GPUParticlesAttractor3D::get_attenuation() const {
return attenuation;
}
void GPUParticlesAttractor3D::set_directionality(float p_directionality) {
directionality = p_directionality;
RS::get_singleton()->particles_collision_set_attractor_directionality(collision, p_directionality);
update_gizmo();
}
float GPUParticlesAttractor3D::get_directionality() const {
return directionality;
}
void GPUParticlesAttractor3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &GPUParticlesAttractor3D::set_cull_mask);
ClassDB::bind_method(D_METHOD("get_cull_mask"), &GPUParticlesAttractor3D::get_cull_mask);
ClassDB::bind_method(D_METHOD("set_strength", "strength"), &GPUParticlesAttractor3D::set_strength);
ClassDB::bind_method(D_METHOD("get_strength"), &GPUParticlesAttractor3D::get_strength);
ClassDB::bind_method(D_METHOD("set_attenuation", "attenuation"), &GPUParticlesAttractor3D::set_attenuation);
ClassDB::bind_method(D_METHOD("get_attenuation"), &GPUParticlesAttractor3D::get_attenuation);
ClassDB::bind_method(D_METHOD("set_directionality", "amount"), &GPUParticlesAttractor3D::set_directionality);
ClassDB::bind_method(D_METHOD("get_directionality"), &GPUParticlesAttractor3D::get_directionality);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "-128,128,0.01,or_greater,or_lesser"), "set_strength", "get_strength");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation", PROPERTY_HINT_EXP_EASING, "0,8,0.01"), "set_attenuation", "get_attenuation");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "directionality", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_directionality", "get_directionality");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
}
GPUParticlesAttractor3D::GPUParticlesAttractor3D(RS::ParticlesCollisionType p_type) {
collision = RS::get_singleton()->particles_collision_create();
RS::get_singleton()->particles_collision_set_collision_type(collision, p_type);
set_base(collision);
}
GPUParticlesAttractor3D::~GPUParticlesAttractor3D() {
RS::get_singleton()->free(collision);
}
/////////////////////////////////
void GPUParticlesAttractorSphere::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesAttractorSphere::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesAttractorSphere::get_radius);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_radius", "get_radius");
}
void GPUParticlesAttractorSphere::set_radius(float p_radius) {
radius = p_radius;
RS::get_singleton()->particles_collision_set_sphere_radius(_get_collision(), radius);
update_gizmo();
}
float GPUParticlesAttractorSphere::get_radius() const {
return radius;
}
AABB GPUParticlesAttractorSphere::get_aabb() const {
return AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2, radius * 2, radius * 2));
}
GPUParticlesAttractorSphere::GPUParticlesAttractorSphere() :
GPUParticlesAttractor3D(RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT) {
}
GPUParticlesAttractorSphere::~GPUParticlesAttractorSphere() {
}
///////////////////////////
void GPUParticlesAttractorBox::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorBox::set_extents);
ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorBox::get_extents);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
}
void GPUParticlesAttractorBox::set_extents(const Vector3 &p_extents) {
extents = p_extents;
RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
update_gizmo();
}
Vector3 GPUParticlesAttractorBox::get_extents() const {
return extents;
}
AABB GPUParticlesAttractorBox::get_aabb() const {
return AABB(-extents, extents * 2);
}
GPUParticlesAttractorBox::GPUParticlesAttractorBox() :
GPUParticlesAttractor3D(RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT) {
}
GPUParticlesAttractorBox::~GPUParticlesAttractorBox() {
}
///////////////////////////
void GPUParticlesAttractorVectorField::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorVectorField::set_extents);
ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorVectorField::get_extents);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticlesAttractorVectorField::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticlesAttractorVectorField::get_texture);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
}
void GPUParticlesAttractorVectorField::set_extents(const Vector3 &p_extents) {
extents = p_extents;
RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
update_gizmo();
}
Vector3 GPUParticlesAttractorVectorField::get_extents() const {
return extents;
}
void GPUParticlesAttractorVectorField::set_texture(const Ref<Texture3D> &p_texture) {
texture = p_texture;
RID tex = texture.is_valid() ? texture->get_rid() : RID();
RS::get_singleton()->particles_collision_set_field_texture(_get_collision(), tex);
}
Ref<Texture3D> GPUParticlesAttractorVectorField::get_texture() const {
return texture;
}
AABB GPUParticlesAttractorVectorField::get_aabb() const {
return AABB(-extents, extents * 2);
}
GPUParticlesAttractorVectorField::GPUParticlesAttractorVectorField() :
GPUParticlesAttractor3D(RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
}
GPUParticlesAttractorVectorField::~GPUParticlesAttractorVectorField() {
}