340 lines
9.4 KiB
C++
340 lines
9.4 KiB
C++
/*************************************************************************/
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/* gpu_particles_collision_3d.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef GPU_PARTICLES_COLLISION_3D_H
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#define GPU_PARTICLES_COLLISION_3D_H
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#include "core/templates/local_vector.h"
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#include "scene/3d/visual_instance_3d.h"
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class GPUParticlesCollision3D : public VisualInstance3D {
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GDCLASS(GPUParticlesCollision3D, VisualInstance3D);
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uint32_t cull_mask = 0xFFFFFFFF;
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RID collision;
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protected:
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_FORCE_INLINE_ RID _get_collision() { return collision; }
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static void _bind_methods();
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GPUParticlesCollision3D(RS::ParticlesCollisionType p_type);
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public:
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void set_cull_mask(uint32_t p_cull_mask);
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uint32_t get_cull_mask() const;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
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~GPUParticlesCollision3D();
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};
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class GPUParticlesCollisionSphere : public GPUParticlesCollision3D {
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GDCLASS(GPUParticlesCollisionSphere, GPUParticlesCollision3D);
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real_t radius = 1.0;
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protected:
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static void _bind_methods();
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public:
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void set_radius(real_t p_radius);
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real_t get_radius() const;
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virtual AABB get_aabb() const override;
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GPUParticlesCollisionSphere();
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~GPUParticlesCollisionSphere();
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};
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class GPUParticlesCollisionBox : public GPUParticlesCollision3D {
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GDCLASS(GPUParticlesCollisionBox, GPUParticlesCollision3D);
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Vector3 extents = Vector3(1, 1, 1);
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protected:
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static void _bind_methods();
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public:
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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virtual AABB get_aabb() const override;
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GPUParticlesCollisionBox();
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~GPUParticlesCollisionBox();
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};
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class GPUParticlesCollisionSDF : public GPUParticlesCollision3D {
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GDCLASS(GPUParticlesCollisionSDF, GPUParticlesCollision3D);
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public:
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enum Resolution {
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RESOLUTION_16,
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RESOLUTION_32,
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RESOLUTION_64,
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RESOLUTION_128,
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RESOLUTION_256,
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RESOLUTION_512,
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RESOLUTION_MAX,
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};
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typedef void (*BakeBeginFunc)(int);
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typedef void (*BakeStepFunc)(int, const String &);
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typedef void (*BakeEndFunc)();
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private:
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Vector3 extents = Vector3(1, 1, 1);
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Resolution resolution = RESOLUTION_64;
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Ref<Texture3D> texture;
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float thickness = 1.0;
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struct PlotMesh {
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Ref<Mesh> mesh;
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Transform3D local_xform;
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};
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void _find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes);
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struct BVH {
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enum {
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LEAF_BIT = 1 << 30,
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LEAF_MASK = LEAF_BIT - 1
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};
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AABB bounds;
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uint32_t children[2] = {};
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};
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struct FacePos {
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Vector3 center;
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uint32_t index = 0;
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};
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struct FaceSort {
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uint32_t axis = 0;
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bool operator()(const FacePos &p_left, const FacePos &p_right) const {
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return p_left.center[axis] < p_right.center[axis];
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}
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};
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uint32_t _create_bvh(LocalVector<BVH> &bvh_tree, FacePos *p_faces, uint32_t p_face_count, const Face3 *p_triangles, float p_thickness);
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struct ComputeSDFParams {
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float *cells = nullptr;
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Vector3i size;
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float cell_size = 0.0;
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Vector3 cell_offset;
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const BVH *bvh = nullptr;
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const Face3 *triangles = nullptr;
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float thickness = 0.0;
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};
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void _find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance);
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void _compute_sdf_z(uint32_t p_z, ComputeSDFParams *params);
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void _compute_sdf(ComputeSDFParams *params);
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protected:
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static void _bind_methods();
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public:
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void set_thickness(float p_thickness);
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float get_thickness() const;
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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void set_resolution(Resolution p_resolution);
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Resolution get_resolution() const;
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void set_texture(const Ref<Texture3D> &p_texture);
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Ref<Texture3D> get_texture() const;
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Vector3i get_estimated_cell_size() const;
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Ref<Image> bake();
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virtual AABB get_aabb() const override;
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static BakeBeginFunc bake_begin_function;
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static BakeStepFunc bake_step_function;
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static BakeEndFunc bake_end_function;
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GPUParticlesCollisionSDF();
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~GPUParticlesCollisionSDF();
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};
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VARIANT_ENUM_CAST(GPUParticlesCollisionSDF::Resolution)
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class GPUParticlesCollisionHeightField : public GPUParticlesCollision3D {
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GDCLASS(GPUParticlesCollisionHeightField, GPUParticlesCollision3D);
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public:
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enum Resolution {
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RESOLUTION_256,
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RESOLUTION_512,
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RESOLUTION_1024,
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RESOLUTION_2048,
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RESOLUTION_4096,
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RESOLUTION_8192,
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RESOLUTION_MAX,
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};
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enum UpdateMode {
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UPDATE_MODE_WHEN_MOVED,
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UPDATE_MODE_ALWAYS,
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};
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private:
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Vector3 extents = Vector3(1, 1, 1);
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Resolution resolution = RESOLUTION_1024;
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bool follow_camera_mode = false;
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float follow_camera_push_ratio = 0.1;
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UpdateMode update_mode = UPDATE_MODE_WHEN_MOVED;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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void set_resolution(Resolution p_resolution);
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Resolution get_resolution() const;
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void set_update_mode(UpdateMode p_update_mode);
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UpdateMode get_update_mode() const;
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void set_follow_camera_mode(bool p_enabled);
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bool is_follow_camera_mode_enabled() const;
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void set_follow_camera_push_ratio(float p_ratio);
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float get_follow_camera_push_ratio() const;
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virtual AABB get_aabb() const override;
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GPUParticlesCollisionHeightField();
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~GPUParticlesCollisionHeightField();
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};
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VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::Resolution)
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VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::UpdateMode)
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class GPUParticlesAttractor3D : public VisualInstance3D {
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GDCLASS(GPUParticlesAttractor3D, VisualInstance3D);
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uint32_t cull_mask = 0xFFFFFFFF;
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RID collision;
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real_t strength = 1.0;
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real_t attenuation = 1.0;
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real_t directionality = 0.0;
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protected:
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_FORCE_INLINE_ RID _get_collision() { return collision; }
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static void _bind_methods();
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GPUParticlesAttractor3D(RS::ParticlesCollisionType p_type);
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public:
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void set_cull_mask(uint32_t p_cull_mask);
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uint32_t get_cull_mask() const;
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void set_strength(real_t p_strength);
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real_t get_strength() const;
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void set_attenuation(real_t p_attenuation);
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real_t get_attenuation() const;
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void set_directionality(real_t p_directionality);
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real_t get_directionality() const;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
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~GPUParticlesAttractor3D();
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};
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class GPUParticlesAttractorSphere : public GPUParticlesAttractor3D {
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GDCLASS(GPUParticlesAttractorSphere, GPUParticlesAttractor3D);
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real_t radius = 1.0;
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protected:
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static void _bind_methods();
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public:
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void set_radius(real_t p_radius);
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real_t get_radius() const;
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virtual AABB get_aabb() const override;
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GPUParticlesAttractorSphere();
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~GPUParticlesAttractorSphere();
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};
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class GPUParticlesAttractorBox : public GPUParticlesAttractor3D {
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GDCLASS(GPUParticlesAttractorBox, GPUParticlesAttractor3D);
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Vector3 extents = Vector3(1, 1, 1);
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protected:
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static void _bind_methods();
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public:
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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virtual AABB get_aabb() const override;
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GPUParticlesAttractorBox();
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~GPUParticlesAttractorBox();
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};
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class GPUParticlesAttractorVectorField : public GPUParticlesAttractor3D {
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GDCLASS(GPUParticlesAttractorVectorField, GPUParticlesAttractor3D);
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Vector3 extents = Vector3(1, 1, 1);
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Ref<Texture3D> texture;
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protected:
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static void _bind_methods();
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public:
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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void set_texture(const Ref<Texture3D> &p_texture);
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Ref<Texture3D> get_texture() const;
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virtual AABB get_aabb() const override;
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GPUParticlesAttractorVectorField();
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~GPUParticlesAttractorVectorField();
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};
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#endif // GPU_PARTICLES_COLLISION_3D_H
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