virtualx-engine/scene/3d/cpu_particles.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
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.
2023-01-10 15:26:54 +01:00

366 lines
10 KiB
C++

/**************************************************************************/
/* cpu_particles.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* 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. */
/**************************************************************************/
#ifndef CPU_PARTICLES_H
#define CPU_PARTICLES_H
#include "core/rid.h"
#include "core/safe_refcount.h"
#include "scene/3d/visual_instance.h"
class CPUParticles : public GeometryInstance {
private:
GDCLASS(CPUParticles, GeometryInstance);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
DRAW_ORDER_VIEW_DEPTH,
DRAW_ORDER_MAX
};
enum Parameter {
PARAM_INITIAL_LINEAR_VELOCITY,
PARAM_ANGULAR_VELOCITY,
PARAM_ORBIT_VELOCITY,
PARAM_LINEAR_ACCEL,
PARAM_RADIAL_ACCEL,
PARAM_TANGENTIAL_ACCEL,
PARAM_DAMPING,
PARAM_ANGLE,
PARAM_SCALE,
PARAM_HUE_VARIATION,
PARAM_ANIM_SPEED,
PARAM_ANIM_OFFSET,
PARAM_MAX
};
enum Flags {
FLAG_ALIGN_Y_TO_VELOCITY,
FLAG_ROTATE_Y,
FLAG_DISABLE_Z,
FLAG_MAX
};
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_BOX,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
EMISSION_SHAPE_RING,
EMISSION_SHAPE_MAX
};
private:
bool emitting;
// Previous minimal data for the particle,
// for interpolation.
struct ParticleBase {
void blank() {
for (int n = 0; n < 4; n++) {
custom[n] = 0.0;
}
}
Transform transform;
Color color;
float custom[4];
};
struct Particle : public ParticleBase {
void copy_to(ParticleBase &r_o) {
r_o.transform = transform;
r_o.color = color;
memcpy(r_o.custom, custom, sizeof(custom));
}
Vector3 velocity;
bool active;
float angle_rand;
float scale_rand;
float hue_rot_rand;
float anim_offset_rand;
Color start_color_rand;
float time;
float lifetime;
Color base_color;
uint32_t seed;
};
float time;
float inactive_time;
float frame_remainder;
int cycle;
bool redraw;
RID multimesh;
PoolVector<Particle> particles;
LocalVector<ParticleBase> particles_prev;
PoolVector<float> particle_data;
PoolVector<float> particle_data_prev;
PoolVector<int> particle_order;
struct SortLifetime {
const Particle *particles;
bool operator()(int p_a, int p_b) const {
return particles[p_a].time > particles[p_b].time;
}
};
struct SortAxis {
const Particle *particles;
Vector3 axis;
bool operator()(int p_a, int p_b) const {
return axis.dot(particles[p_a].transform.origin) < axis.dot(particles[p_b].transform.origin);
}
};
//
bool one_shot;
float lifetime;
float pre_process_time;
float explosiveness_ratio;
float randomness_ratio;
float lifetime_randomness;
float speed_scale;
bool local_coords;
int fixed_fps;
bool fractional_delta;
SafeFlag can_update;
DrawOrder draw_order;
Ref<Mesh> mesh;
////////
Vector3 direction;
float spread;
float flatness;
float parameters[PARAM_MAX];
float randomness[PARAM_MAX];
Ref<Curve> curve_parameters[PARAM_MAX];
Color color;
Ref<Gradient> color_ramp;
Ref<Gradient> color_initial_ramp;
bool flags[FLAG_MAX];
EmissionShape emission_shape;
float emission_sphere_radius;
Vector3 emission_box_extents;
PoolVector<Vector3> emission_points;
PoolVector<Vector3> emission_normals;
PoolVector<Color> emission_colors;
int emission_point_count;
float emission_ring_height;
float emission_ring_inner_radius;
float emission_ring_radius;
Vector3 emission_ring_axis;
Vector3 gravity;
void _update_internal(bool p_on_physics_tick);
void _particles_process(float p_delta);
void _particle_process(Particle &r_p, const Transform &p_emission_xform, float p_local_delta, float &r_tv);
void _update_particle_data_buffer();
Mutex update_mutex;
bool _interpolated = false;
// Hard coded to true for now, if we decide after testing to always enable this
// when using interpolation we can remove the variable, else we can expose to the UI.
bool _streaky = true;
void _update_render_thread();
void _set_redraw(bool p_redraw);
void _set_particles_processing(bool p_enable);
void _refresh_interpolation_state();
void _fill_particle_data(const ParticleBase &p_source, float *r_dest, bool p_active) const {
const Transform &t = p_source.transform;
if (p_active) {
r_dest[0] = t.basis.elements[0][0];
r_dest[1] = t.basis.elements[0][1];
r_dest[2] = t.basis.elements[0][2];
r_dest[3] = t.origin.x;
r_dest[4] = t.basis.elements[1][0];
r_dest[5] = t.basis.elements[1][1];
r_dest[6] = t.basis.elements[1][2];
r_dest[7] = t.origin.y;
r_dest[8] = t.basis.elements[2][0];
r_dest[9] = t.basis.elements[2][1];
r_dest[10] = t.basis.elements[2][2];
r_dest[11] = t.origin.z;
} else {
memset(r_dest, 0, sizeof(float) * 12);
}
Color c = p_source.color;
uint8_t *data8 = (uint8_t *)&r_dest[12];
data8[0] = CLAMP(c.r * 255.0, 0, 255);
data8[1] = CLAMP(c.g * 255.0, 0, 255);
data8[2] = CLAMP(c.b * 255.0, 0, 255);
data8[3] = CLAMP(c.a * 255.0, 0, 255);
r_dest[13] = p_source.custom[0];
r_dest[14] = p_source.custom[1];
r_dest[15] = p_source.custom[2];
r_dest[16] = p_source.custom[3];
}
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const;
public:
AABB get_aabb() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
void set_lifetime(float p_lifetime);
void set_one_shot(bool p_one_shot);
void set_pre_process_time(float p_time);
void set_explosiveness_ratio(float p_ratio);
void set_randomness_ratio(float p_ratio);
void set_lifetime_randomness(float p_random);
void set_use_local_coordinates(bool p_enable);
void set_speed_scale(float p_scale);
bool is_emitting() const;
int get_amount() const;
float get_lifetime() const;
bool get_one_shot() const;
float get_pre_process_time() const;
float get_explosiveness_ratio() const;
float get_randomness_ratio() const;
float get_lifetime_randomness() const;
bool get_use_local_coordinates() const;
float get_speed_scale() const;
void set_fixed_fps(int p_count);
int get_fixed_fps() const;
void set_fractional_delta(bool p_enable);
bool get_fractional_delta() const;
void set_draw_order(DrawOrder p_order);
DrawOrder get_draw_order() const;
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
///////////////////
void set_direction(Vector3 p_direction);
Vector3 get_direction() const;
void set_spread(float p_spread);
float get_spread() const;
void set_flatness(float p_flatness);
float get_flatness() const;
void set_param(Parameter p_param, float p_value);
float get_param(Parameter p_param) const;
void set_param_randomness(Parameter p_param, float p_value);
float get_param_randomness(Parameter p_param) const;
void set_param_curve(Parameter p_param, const Ref<Curve> &p_curve);
Ref<Curve> get_param_curve(Parameter p_param) const;
void set_color(const Color &p_color);
Color get_color() const;
void set_color_ramp(const Ref<Gradient> &p_ramp);
Ref<Gradient> get_color_ramp() const;
void set_color_initial_ramp(const Ref<Gradient> &p_ramp);
Ref<Gradient> get_color_initial_ramp() const;
void set_particle_flag(Flags p_flag, bool p_enable);
bool get_particle_flag(Flags p_flag) const;
void set_emission_shape(EmissionShape p_shape);
void set_emission_sphere_radius(float p_radius);
void set_emission_box_extents(Vector3 p_extents);
void set_emission_points(const PoolVector<Vector3> &p_points);
void set_emission_normals(const PoolVector<Vector3> &p_normals);
void set_emission_colors(const PoolVector<Color> &p_colors);
void set_emission_ring_height(float p_height);
void set_emission_ring_inner_radius(float p_inner_radius);
void set_emission_ring_radius(float p_radius);
void set_emission_ring_axis(Vector3 p_axis);
EmissionShape get_emission_shape() const;
float get_emission_sphere_radius() const;
Vector3 get_emission_box_extents() const;
PoolVector<Vector3> get_emission_points() const;
PoolVector<Vector3> get_emission_normals() const;
PoolVector<Color> get_emission_colors() const;
float get_emission_ring_height() const;
float get_emission_ring_inner_radius() const;
float get_emission_ring_radius() const;
Vector3 get_emission_ring_axis() const;
void set_gravity(const Vector3 &p_gravity);
Vector3 get_gravity() const;
virtual String get_configuration_warning() const;
void restart();
void convert_from_particles(Node *p_particles);
CPUParticles();
~CPUParticles();
};
VARIANT_ENUM_CAST(CPUParticles::DrawOrder)
VARIANT_ENUM_CAST(CPUParticles::Parameter)
VARIANT_ENUM_CAST(CPUParticles::Flags)
VARIANT_ENUM_CAST(CPUParticles::EmissionShape)
#endif // CPU_PARTICLES_H