1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
425 lines
17 KiB
C++
425 lines
17 KiB
C++
/**************************************************************************/
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/* particles_2d.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "particles_2d.h"
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#include "core/os/os.h"
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#include "scene/resources/particles_material.h"
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#include "scene/scene_string_names.h"
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#ifdef TOOLS_ENABLED
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#include "core/engine.h"
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#endif
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void Particles2D::set_emitting(bool p_emitting) {
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VS::get_singleton()->particles_set_emitting(particles, p_emitting);
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if (p_emitting && one_shot) {
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set_process_internal(true);
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} else if (!p_emitting) {
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set_process_internal(false);
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}
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}
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void Particles2D::set_amount(int p_amount) {
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ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
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amount = p_amount;
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VS::get_singleton()->particles_set_amount(particles, amount);
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}
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void Particles2D::set_lifetime(float p_lifetime) {
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ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
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lifetime = p_lifetime;
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VS::get_singleton()->particles_set_lifetime(particles, lifetime);
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}
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void Particles2D::set_one_shot(bool p_enable) {
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one_shot = p_enable;
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VS::get_singleton()->particles_set_one_shot(particles, one_shot);
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if (is_emitting()) {
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set_process_internal(true);
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if (!one_shot) {
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VisualServer::get_singleton()->particles_restart(particles);
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}
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}
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if (!one_shot) {
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set_process_internal(false);
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}
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}
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void Particles2D::set_pre_process_time(float p_time) {
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pre_process_time = p_time;
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VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
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}
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void Particles2D::set_explosiveness_ratio(float p_ratio) {
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explosiveness_ratio = p_ratio;
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VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
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}
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void Particles2D::set_randomness_ratio(float p_ratio) {
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randomness_ratio = p_ratio;
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VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
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}
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void Particles2D::set_visibility_rect(const Rect2 &p_visibility_rect) {
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visibility_rect = p_visibility_rect;
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AABB aabb;
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aabb.position.x = p_visibility_rect.position.x;
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aabb.position.y = p_visibility_rect.position.y;
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aabb.size.x = p_visibility_rect.size.x;
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aabb.size.y = p_visibility_rect.size.y;
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VS::get_singleton()->particles_set_custom_aabb(particles, aabb);
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_change_notify("visibility_rect");
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update();
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}
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void Particles2D::set_use_local_coordinates(bool p_enable) {
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local_coords = p_enable;
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VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
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set_notify_transform(!p_enable);
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if (!p_enable && is_inside_tree()) {
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_update_particle_emission_transform();
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}
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}
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void Particles2D::_update_particle_emission_transform() {
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Transform2D xf2d = get_global_transform();
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Transform xf;
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xf.basis.set_axis(0, Vector3(xf2d.get_axis(0).x, xf2d.get_axis(0).y, 0));
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xf.basis.set_axis(1, Vector3(xf2d.get_axis(1).x, xf2d.get_axis(1).y, 0));
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xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0));
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VS::get_singleton()->particles_set_emission_transform(particles, xf);
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}
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void Particles2D::set_process_material(const Ref<Material> &p_material) {
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process_material = p_material;
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Ref<ParticlesMaterial> pm = p_material;
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if (pm.is_valid() && !pm->get_flag(ParticlesMaterial::FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) {
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// Likely a new (3D) material, modify it to match 2D space
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pm->set_flag(ParticlesMaterial::FLAG_DISABLE_Z, true);
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pm->set_gravity(Vector3(0, 98, 0));
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}
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RID material_rid;
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if (process_material.is_valid()) {
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material_rid = process_material->get_rid();
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}
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VS::get_singleton()->particles_set_process_material(particles, material_rid);
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update_configuration_warning();
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}
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void Particles2D::set_speed_scale(float p_scale) {
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speed_scale = p_scale;
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VS::get_singleton()->particles_set_speed_scale(particles, p_scale);
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}
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#ifdef TOOLS_ENABLED
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void Particles2D::set_show_visibility_rect(bool p_show_visibility_rect) {
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show_visibility_rect = p_show_visibility_rect;
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update();
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}
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#endif
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bool Particles2D::is_emitting() const {
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return VS::get_singleton()->particles_get_emitting(particles);
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}
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int Particles2D::get_amount() const {
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return amount;
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}
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float Particles2D::get_lifetime() const {
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return lifetime;
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}
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bool Particles2D::get_one_shot() const {
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return one_shot;
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}
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float Particles2D::get_pre_process_time() const {
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return pre_process_time;
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}
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float Particles2D::get_explosiveness_ratio() const {
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return explosiveness_ratio;
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}
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float Particles2D::get_randomness_ratio() const {
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return randomness_ratio;
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}
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Rect2 Particles2D::get_visibility_rect() const {
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return visibility_rect;
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}
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bool Particles2D::get_use_local_coordinates() const {
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return local_coords;
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}
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Ref<Material> Particles2D::get_process_material() const {
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return process_material;
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}
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float Particles2D::get_speed_scale() const {
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return speed_scale;
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}
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void Particles2D::set_draw_order(DrawOrder p_order) {
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draw_order = p_order;
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VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order));
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}
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Particles2D::DrawOrder Particles2D::get_draw_order() const {
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return draw_order;
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}
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void Particles2D::set_fixed_fps(int p_count) {
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fixed_fps = p_count;
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VS::get_singleton()->particles_set_fixed_fps(particles, p_count);
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}
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int Particles2D::get_fixed_fps() const {
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return fixed_fps;
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}
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void Particles2D::set_fractional_delta(bool p_enable) {
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fractional_delta = p_enable;
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VS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
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}
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bool Particles2D::get_fractional_delta() const {
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return fractional_delta;
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}
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String Particles2D::get_configuration_warning() const {
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String warning = Node2D::get_configuration_warning();
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if (OS::get_singleton()->get_current_video_driver() == OS::VIDEO_DRIVER_GLES2) {
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if (warning != String()) {
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warning += "\n\n";
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}
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warning += "- " + TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles2D node instead. You can use the \"Convert to CPUParticles2D\" toolbar option for this purpose.");
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return warning;
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}
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#ifdef OSX_ENABLED
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if (warning != String()) {
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warning += "\n\n";
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}
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warning += "- " + TTR("On macOS, Particles2D rendering is much slower than CPUParticles2D due to transform feedback being implemented on the CPU instead of the GPU.\nConsider using CPUParticles2D instead when targeting macOS.\nYou can use the \"Convert to CPUParticles2D\" toolbar option for this purpose.");
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#endif
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if (process_material.is_null()) {
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if (warning != String()) {
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warning += "\n\n";
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}
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warning += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted.");
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} else {
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CanvasItemMaterial *mat = Object::cast_to<CanvasItemMaterial>(get_material().ptr());
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if (get_material().is_null() || (mat && !mat->get_particles_animation())) {
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const ParticlesMaterial *process = Object::cast_to<ParticlesMaterial>(process_material.ptr());
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if (process &&
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(process->get_param(ParticlesMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param(ParticlesMaterial::PARAM_ANIM_OFFSET) != 0.0 ||
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process->get_param_texture(ParticlesMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_OFFSET).is_valid())) {
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if (warning != String()) {
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warning += "\n\n";
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}
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warning += "- " + TTR("Particles2D animation requires the usage of a CanvasItemMaterial with \"Particles Animation\" enabled.");
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}
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}
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}
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return warning;
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}
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Rect2 Particles2D::capture_rect() const {
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AABB aabb = VS::get_singleton()->particles_get_current_aabb(particles);
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Rect2 r;
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r.position.x = aabb.position.x;
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r.position.y = aabb.position.y;
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r.size.x = aabb.size.x;
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r.size.y = aabb.size.y;
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return r;
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}
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void Particles2D::set_texture(const Ref<Texture> &p_texture) {
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texture = p_texture;
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update();
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}
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Ref<Texture> Particles2D::get_texture() const {
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return texture;
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}
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void Particles2D::set_normal_map(const Ref<Texture> &p_normal_map) {
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normal_map = p_normal_map;
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update();
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}
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Ref<Texture> Particles2D::get_normal_map() const {
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return normal_map;
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}
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void Particles2D::_validate_property(PropertyInfo &property) const {
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}
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void Particles2D::restart() {
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VS::get_singleton()->particles_restart(particles);
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VS::get_singleton()->particles_set_emitting(particles, true);
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}
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void Particles2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_DRAW) {
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RID texture_rid;
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if (texture.is_valid()) {
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texture_rid = texture->get_rid();
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}
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RID normal_rid;
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if (normal_map.is_valid()) {
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normal_rid = normal_map->get_rid();
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}
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VS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid);
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#ifdef TOOLS_ENABLED
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if (show_visibility_rect) {
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draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false);
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}
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#endif
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}
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if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
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if (can_process()) {
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VS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
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} else {
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VS::get_singleton()->particles_set_speed_scale(particles, 0);
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}
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}
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if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
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_update_particle_emission_transform();
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}
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if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
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if (one_shot && !is_emitting()) {
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_change_notify();
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set_process_internal(false);
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}
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}
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}
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void Particles2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &Particles2D::set_emitting);
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ClassDB::bind_method(D_METHOD("set_amount", "amount"), &Particles2D::set_amount);
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ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &Particles2D::set_lifetime);
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ClassDB::bind_method(D_METHOD("set_one_shot", "secs"), &Particles2D::set_one_shot);
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ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &Particles2D::set_pre_process_time);
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ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &Particles2D::set_explosiveness_ratio);
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ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &Particles2D::set_randomness_ratio);
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ClassDB::bind_method(D_METHOD("set_visibility_rect", "visibility_rect"), &Particles2D::set_visibility_rect);
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ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &Particles2D::set_use_local_coordinates);
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ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &Particles2D::set_fixed_fps);
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ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &Particles2D::set_fractional_delta);
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ClassDB::bind_method(D_METHOD("set_process_material", "material"), &Particles2D::set_process_material);
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ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &Particles2D::set_speed_scale);
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ClassDB::bind_method(D_METHOD("is_emitting"), &Particles2D::is_emitting);
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ClassDB::bind_method(D_METHOD("get_amount"), &Particles2D::get_amount);
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ClassDB::bind_method(D_METHOD("get_lifetime"), &Particles2D::get_lifetime);
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ClassDB::bind_method(D_METHOD("get_one_shot"), &Particles2D::get_one_shot);
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ClassDB::bind_method(D_METHOD("get_pre_process_time"), &Particles2D::get_pre_process_time);
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ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &Particles2D::get_explosiveness_ratio);
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ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &Particles2D::get_randomness_ratio);
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ClassDB::bind_method(D_METHOD("get_visibility_rect"), &Particles2D::get_visibility_rect);
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ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &Particles2D::get_use_local_coordinates);
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ClassDB::bind_method(D_METHOD("get_fixed_fps"), &Particles2D::get_fixed_fps);
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ClassDB::bind_method(D_METHOD("get_fractional_delta"), &Particles2D::get_fractional_delta);
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ClassDB::bind_method(D_METHOD("get_process_material"), &Particles2D::get_process_material);
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ClassDB::bind_method(D_METHOD("get_speed_scale"), &Particles2D::get_speed_scale);
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ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &Particles2D::set_draw_order);
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ClassDB::bind_method(D_METHOD("get_draw_order"), &Particles2D::get_draw_order);
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Particles2D::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &Particles2D::get_texture);
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ClassDB::bind_method(D_METHOD("set_normal_map", "texture"), &Particles2D::set_normal_map);
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ClassDB::bind_method(D_METHOD("get_normal_map"), &Particles2D::get_normal_map);
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ClassDB::bind_method(D_METHOD("capture_rect"), &Particles2D::capture_rect);
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ClassDB::bind_method(D_METHOD("restart"), &Particles2D::restart);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount");
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ADD_GROUP("Time", "");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater"), "set_lifetime", "get_lifetime");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
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ADD_GROUP("Drawing", "");
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ADD_PROPERTY(PropertyInfo(Variant::RECT2, "visibility_rect"), "set_visibility_rect", "get_visibility_rect");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime"), "set_draw_order", "get_draw_order");
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ADD_GROUP("Process Material", "process_");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material");
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ADD_GROUP("Textures", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_map", "get_normal_map");
|
|
|
|
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
|
|
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
|
|
}
|
|
|
|
Particles2D::Particles2D() {
|
|
particles = RID_PRIME(VS::get_singleton()->particles_create());
|
|
|
|
one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
|
|
set_emitting(true);
|
|
set_one_shot(false);
|
|
set_amount(8);
|
|
set_lifetime(1);
|
|
set_fixed_fps(0);
|
|
set_fractional_delta(true);
|
|
set_pre_process_time(0);
|
|
set_explosiveness_ratio(0);
|
|
set_randomness_ratio(0);
|
|
set_visibility_rect(Rect2(Vector2(-100, -100), Vector2(200, 200)));
|
|
set_use_local_coordinates(true);
|
|
set_draw_order(DRAW_ORDER_INDEX);
|
|
set_speed_scale(1);
|
|
#ifdef TOOLS_ENABLED
|
|
show_visibility_rect = false;
|
|
#endif
|
|
}
|
|
|
|
Particles2D::~Particles2D() {
|
|
if (particles.is_valid()) {
|
|
VS::get_singleton()->free(particles);
|
|
}
|
|
}
|