85ce4a67ed
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
389 lines
15 KiB
C++
389 lines
15 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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 "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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}
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void Particles2D::set_amount(int p_amount) {
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ERR_FAIL_COND(p_amount < 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(p_lifetime <= 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 (!one_shot && is_emitting())
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VisualServer::get_singleton()->particles_restart(particles);
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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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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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}
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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<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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}
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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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}
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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");
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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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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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