33b5c57199
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
432 lines
16 KiB
C++
432 lines
16 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#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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if (!one_shot)
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set_process_internal(false);
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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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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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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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if (OS::get_singleton()->get_current_video_driver() == OS::VIDEO_DRIVER_GLES2) {
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return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles2D node instead. You can use the \"Convert to CPUParticles\" option for this purpose.");
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}
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String warnings;
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if (process_material.is_null()) {
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if (warnings != String())
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warnings += "\n";
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warnings += "- " + 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 (warnings != String())
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warnings += "\n";
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warnings += "- " + 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 warnings;
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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<Texture2D> &p_texture) {
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texture = p_texture;
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update();
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}
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Ref<Texture2D> 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<Texture2D> &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<Texture2D> 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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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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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 (Engine::get_singleton()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_a_parent_of(this))) {
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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::FLOAT, "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::FLOAT, "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::FLOAT, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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, "Texture2D"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_map", "get_normal_map");
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BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
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BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
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}
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Particles2D::Particles2D() {
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particles = VS::get_singleton()->particles_create();
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one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
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set_emitting(true);
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set_one_shot(false);
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set_amount(8);
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set_lifetime(1);
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set_fixed_fps(0);
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set_fractional_delta(true);
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set_pre_process_time(0);
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set_explosiveness_ratio(0);
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set_randomness_ratio(0);
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set_visibility_rect(Rect2(Vector2(-100, -100), Vector2(200, 200)));
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set_use_local_coordinates(true);
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set_draw_order(DRAW_ORDER_INDEX);
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set_speed_scale(1);
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}
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Particles2D::~Particles2D() {
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VS::get_singleton()->free(particles);
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}
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