godot/scene/3d/cpu_particles_3d.cpp

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2018-08-29 20:38:13 +00:00
/*************************************************************************/
/* cpu_particles_3d.cpp */
2018-08-29 20:38:13 +00:00
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
#include "cpu_particles_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/gpu_particles_3d.h"
#include "scene/resources/particles_material.h"
#include "servers/rendering_server.h"
AABB CPUParticles3D::get_aabb() const {
return AABB();
}
Vector<Face3> CPUParticles3D::get_faces(uint32_t p_usage_flags) const {
return Vector<Face3>();
}
void CPUParticles3D::set_emitting(bool p_emitting) {
if (emitting == p_emitting)
return;
emitting = p_emitting;
if (emitting) {
set_process_internal(true);
// first update before rendering to avoid one frame delay after emitting starts
if (time == 0)
_update_internal();
}
}
void CPUParticles3D::set_amount(int p_amount) {
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ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles must be greater than 0.");
particles.resize(p_amount);
{
Particle *w = particles.ptrw();
for (int i = 0; i < p_amount; i++) {
w[i].active = false;
}
}
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particle_data.resize((12 + 4 + 4) * p_amount);
RS::get_singleton()->multimesh_allocate(multimesh, p_amount, RS::MULTIMESH_TRANSFORM_3D, true, true);
particle_order.resize(p_amount);
}
void CPUParticles3D::set_lifetime(float p_lifetime) {
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ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
lifetime = p_lifetime;
}
void CPUParticles3D::set_one_shot(bool p_one_shot) {
one_shot = p_one_shot;
}
void CPUParticles3D::set_pre_process_time(float p_time) {
pre_process_time = p_time;
}
void CPUParticles3D::set_explosiveness_ratio(float p_ratio) {
explosiveness_ratio = p_ratio;
}
void CPUParticles3D::set_randomness_ratio(float p_ratio) {
randomness_ratio = p_ratio;
}
void CPUParticles3D::set_lifetime_randomness(float p_random) {
lifetime_randomness = p_random;
}
void CPUParticles3D::set_use_local_coordinates(bool p_enable) {
local_coords = p_enable;
}
void CPUParticles3D::set_speed_scale(float p_scale) {
speed_scale = p_scale;
}
bool CPUParticles3D::is_emitting() const {
return emitting;
}
int CPUParticles3D::get_amount() const {
return particles.size();
}
float CPUParticles3D::get_lifetime() const {
return lifetime;
}
bool CPUParticles3D::get_one_shot() const {
return one_shot;
}
float CPUParticles3D::get_pre_process_time() const {
return pre_process_time;
}
float CPUParticles3D::get_explosiveness_ratio() const {
return explosiveness_ratio;
}
float CPUParticles3D::get_randomness_ratio() const {
return randomness_ratio;
}
float CPUParticles3D::get_lifetime_randomness() const {
return lifetime_randomness;
}
bool CPUParticles3D::get_use_local_coordinates() const {
return local_coords;
}
float CPUParticles3D::get_speed_scale() const {
return speed_scale;
}
void CPUParticles3D::set_draw_order(DrawOrder p_order) {
draw_order = p_order;
}
CPUParticles3D::DrawOrder CPUParticles3D::get_draw_order() const {
return draw_order;
}
void CPUParticles3D::set_mesh(const Ref<Mesh> &p_mesh) {
mesh = p_mesh;
if (mesh.is_valid()) {
RS::get_singleton()->multimesh_set_mesh(multimesh, mesh->get_rid());
} else {
RS::get_singleton()->multimesh_set_mesh(multimesh, RID());
}
}
Ref<Mesh> CPUParticles3D::get_mesh() const {
return mesh;
}
void CPUParticles3D::set_fixed_fps(int p_count) {
fixed_fps = p_count;
}
int CPUParticles3D::get_fixed_fps() const {
return fixed_fps;
}
void CPUParticles3D::set_fractional_delta(bool p_enable) {
fractional_delta = p_enable;
}
bool CPUParticles3D::get_fractional_delta() const {
return fractional_delta;
}
String CPUParticles3D::get_configuration_warning() const {
String warnings;
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bool mesh_found = false;
bool anim_material_found = false;
if (get_mesh().is_valid()) {
mesh_found = true;
for (int j = 0; j < get_mesh()->get_surface_count(); j++) {
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anim_material_found = Object::cast_to<ShaderMaterial>(get_mesh()->surface_get_material(j).ptr()) != nullptr;
StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(get_mesh()->surface_get_material(j).ptr());
anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
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}
}
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anim_material_found = anim_material_found || Object::cast_to<ShaderMaterial>(get_material_override().ptr()) != nullptr;
StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(get_material_override().ptr());
anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
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if (!mesh_found) {
if (warnings != String())
warnings += "\n";
warnings += "- " + TTR("Nothing is visible because no mesh has been assigned.");
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}
if (!anim_material_found && (get_param(PARAM_ANIM_SPEED) != 0.0 || get_param(PARAM_ANIM_OFFSET) != 0.0 ||
get_param_curve(PARAM_ANIM_SPEED).is_valid() || get_param_curve(PARAM_ANIM_OFFSET).is_valid())) {
if (warnings != String())
warnings += "\n";
warnings += "- " + TTR("CPUParticles3D animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\".");
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}
return warnings;
}
void CPUParticles3D::restart() {
time = 0;
inactive_time = 0;
frame_remainder = 0;
cycle = 0;
emitting = false;
{
int pc = particles.size();
Particle *w = particles.ptrw();
for (int i = 0; i < pc; i++) {
w[i].active = false;
}
}
set_emitting(true);
}
void CPUParticles3D::set_direction(Vector3 p_direction) {
direction = p_direction;
}
Vector3 CPUParticles3D::get_direction() const {
return direction;
}
void CPUParticles3D::set_spread(float p_spread) {
spread = p_spread;
}
float CPUParticles3D::get_spread() const {
return spread;
}
void CPUParticles3D::set_flatness(float p_flatness) {
flatness = p_flatness;
}
float CPUParticles3D::get_flatness() const {
return flatness;
}
void CPUParticles3D::set_param(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
parameters[p_param] = p_value;
}
float CPUParticles3D::get_param(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return parameters[p_param];
}
void CPUParticles3D::set_param_randomness(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
randomness[p_param] = p_value;
}
float CPUParticles3D::get_param_randomness(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return randomness[p_param];
}
static void _adjust_curve_range(const Ref<Curve> &p_curve, float p_min, float p_max) {
Ref<Curve> curve = p_curve;
if (!curve.is_valid())
return;
curve->ensure_default_setup(p_min, p_max);
}
void CPUParticles3D::set_param_curve(Parameter p_param, const Ref<Curve> &p_curve) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
curve_parameters[p_param] = p_curve;
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
//do none for this one
} break;
case PARAM_ANGULAR_VELOCITY: {
_adjust_curve_range(p_curve, -360, 360);
} break;
case PARAM_ORBIT_VELOCITY: {
_adjust_curve_range(p_curve, -500, 500);
} break;
case PARAM_LINEAR_ACCEL: {
_adjust_curve_range(p_curve, -200, 200);
} break;
case PARAM_RADIAL_ACCEL: {
_adjust_curve_range(p_curve, -200, 200);
} break;
case PARAM_TANGENTIAL_ACCEL: {
_adjust_curve_range(p_curve, -200, 200);
} break;
case PARAM_DAMPING: {
_adjust_curve_range(p_curve, 0, 100);
} break;
case PARAM_ANGLE: {
_adjust_curve_range(p_curve, -360, 360);
} break;
case PARAM_SCALE: {
} break;
case PARAM_HUE_VARIATION: {
_adjust_curve_range(p_curve, -1, 1);
} break;
case PARAM_ANIM_SPEED: {
_adjust_curve_range(p_curve, 0, 200);
} break;
case PARAM_ANIM_OFFSET: {
} break;
default: {
}
}
}
Ref<Curve> CPUParticles3D::get_param_curve(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Curve>());
return curve_parameters[p_param];
}
void CPUParticles3D::set_color(const Color &p_color) {
color = p_color;
}
Color CPUParticles3D::get_color() const {
return color;
}
void CPUParticles3D::set_color_ramp(const Ref<Gradient> &p_ramp) {
color_ramp = p_ramp;
}
Ref<Gradient> CPUParticles3D::get_color_ramp() const {
return color_ramp;
}
void CPUParticles3D::set_particle_flag(Flags p_flag, bool p_enable) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
flags[p_flag] = p_enable;
if (p_flag == FLAG_DISABLE_Z) {
_change_notify();
}
}
bool CPUParticles3D::get_particle_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void CPUParticles3D::set_emission_shape(EmissionShape p_shape) {
ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
emission_shape = p_shape;
}
void CPUParticles3D::set_emission_sphere_radius(float p_radius) {
emission_sphere_radius = p_radius;
}
void CPUParticles3D::set_emission_box_extents(Vector3 p_extents) {
emission_box_extents = p_extents;
}
void CPUParticles3D::set_emission_points(const Vector<Vector3> &p_points) {
emission_points = p_points;
}
void CPUParticles3D::set_emission_normals(const Vector<Vector3> &p_normals) {
emission_normals = p_normals;
}
void CPUParticles3D::set_emission_colors(const Vector<Color> &p_colors) {
emission_colors = p_colors;
}
float CPUParticles3D::get_emission_sphere_radius() const {
return emission_sphere_radius;
}
Vector3 CPUParticles3D::get_emission_box_extents() const {
return emission_box_extents;
}
Vector<Vector3> CPUParticles3D::get_emission_points() const {
return emission_points;
}
Vector<Vector3> CPUParticles3D::get_emission_normals() const {
return emission_normals;
}
Vector<Color> CPUParticles3D::get_emission_colors() const {
return emission_colors;
}
CPUParticles3D::EmissionShape CPUParticles3D::get_emission_shape() const {
return emission_shape;
}
void CPUParticles3D::set_gravity(const Vector3 &p_gravity) {
gravity = p_gravity;
}
Vector3 CPUParticles3D::get_gravity() const {
return gravity;
}
void CPUParticles3D::_validate_property(PropertyInfo &property) const {
if (property.name == "color" && color_ramp.is_valid()) {
property.usage = 0;
}
if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
property.usage = 0;
}
if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
property.usage = 0;
}
if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape < EMISSION_SHAPE_POINTS)) {
property.usage = 0;
}
if (property.name == "emission_normals" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
property.usage = 0;
}
if (property.name.begins_with("orbit_") && !flags[FLAG_DISABLE_Z]) {
property.usage = 0;
}
}
static uint32_t idhash(uint32_t x) {
x = ((x >> uint32_t(16)) ^ x) * uint32_t(0x45d9f3b);
x = ((x >> uint32_t(16)) ^ x) * uint32_t(0x45d9f3b);
x = (x >> uint32_t(16)) ^ x;
return x;
}
static float rand_from_seed(uint32_t &seed) {
int k;
int s = int(seed);
if (s == 0)
s = 305420679;
k = s / 127773;
s = 16807 * (s - k * 127773) - 2836 * k;
if (s < 0)
s += 2147483647;
seed = uint32_t(s);
return float(seed % uint32_t(65536)) / 65535.0;
}
void CPUParticles3D::_update_internal() {
if (particles.size() == 0 || !is_visible_in_tree()) {
_set_redraw(false);
return;
}
float delta = get_process_delta_time();
if (emitting) {
inactive_time = 0;
} else {
inactive_time += delta;
if (inactive_time > lifetime * 1.2) {
set_process_internal(false);
_set_redraw(false);
//reset variables
time = 0;
inactive_time = 0;
frame_remainder = 0;
cycle = 0;
return;
}
}
_set_redraw(true);
bool processed = false;
if (time == 0 && pre_process_time > 0.0) {
float frame_time;
if (fixed_fps > 0)
frame_time = 1.0 / fixed_fps;
else
frame_time = 1.0 / 30.0;
float todo = pre_process_time;
while (todo >= 0) {
_particles_process(frame_time);
processed = true;
todo -= frame_time;
}
}
if (fixed_fps > 0) {
float frame_time = 1.0 / fixed_fps;
float decr = frame_time;
float ldelta = delta;
if (ldelta > 0.1) { //avoid recursive stalls if fps goes below 10
ldelta = 0.1;
} else if (ldelta <= 0.0) { //unlikely but..
ldelta = 0.001;
}
float todo = frame_remainder + ldelta;
while (todo >= frame_time) {
_particles_process(frame_time);
processed = true;
todo -= decr;
}
frame_remainder = todo;
} else {
_particles_process(delta);
processed = true;
}
if (processed) {
_update_particle_data_buffer();
}
}
void CPUParticles3D::_particles_process(float p_delta) {
p_delta *= speed_scale;
int pcount = particles.size();
Particle *w = particles.ptrw();
Particle *parray = w;
float prev_time = time;
time += p_delta;
if (time > lifetime) {
time = Math::fmod(time, lifetime);
cycle++;
if (one_shot && cycle > 0) {
set_emitting(false);
_change_notify();
}
}
Transform emission_xform;
Basis velocity_xform;
if (!local_coords) {
emission_xform = get_global_transform();
velocity_xform = emission_xform.basis;
}
float system_phase = time / lifetime;
for (int i = 0; i < pcount; i++) {
Particle &p = parray[i];
if (!emitting && !p.active)
continue;
float local_delta = p_delta;
// The phase is a ratio between 0 (birth) and 1 (end of life) for each particle.
// While we use time in tests later on, for randomness we use the phase as done in the
// original shader code, and we later multiply by lifetime to get the time.
float restart_phase = float(i) / float(pcount);
if (randomness_ratio > 0.0) {
uint32_t seed = cycle;
if (restart_phase >= system_phase) {
seed -= uint32_t(1);
}
seed *= uint32_t(pcount);
seed += uint32_t(i);
float random = float(idhash(seed) % uint32_t(65536)) / 65536.0;
restart_phase += randomness_ratio * random * 1.0 / float(pcount);
}
restart_phase *= (1.0 - explosiveness_ratio);
float restart_time = restart_phase * lifetime;
bool restart = false;
if (time > prev_time) {
// restart_time >= prev_time is used so particles emit in the first frame they are processed
if (restart_time >= prev_time && restart_time < time) {
restart = true;
if (fractional_delta) {
local_delta = time - restart_time;
}
}
} else if (local_delta > 0.0) {
if (restart_time >= prev_time) {
restart = true;
if (fractional_delta) {
local_delta = lifetime - restart_time + time;
}
} else if (restart_time < time) {
restart = true;
if (fractional_delta) {
local_delta = time - restart_time;
}
}
}
if (p.time * (1.0 - explosiveness_ratio) > p.lifetime) {
restart = true;
}
if (restart) {
if (!emitting) {
p.active = false;
continue;
}
p.active = true;
/*float tex_linear_velocity = 0;
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->interpolate(0);
}*/
float tex_angle = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
tex_angle = curve_parameters[PARAM_ANGLE]->interpolate(0);
}
float tex_anim_offset = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
tex_anim_offset = curve_parameters[PARAM_ANGLE]->interpolate(0);
}
p.seed = Math::rand();
p.angle_rand = Math::randf();
p.scale_rand = Math::randf();
p.hue_rot_rand = Math::randf();
p.anim_offset_rand = Math::randf();
if (flags[FLAG_DISABLE_Z]) {
float angle1_rad = Math::atan2(direction.y, direction.x) + (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
Vector3 rot = Vector3(Math::cos(angle1_rad), Math::sin(angle1_rad), 0.0);
p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
} else {
//initiate velocity spread in 3D
float angle1_rad = Math::atan2(direction.x, direction.z) + (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
float angle2_rad = Math::atan2(direction.y, Math::abs(direction.z)) + (Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * Math_PI * spread / 180.0;
Vector3 direction_xz = Vector3(Math::sin(angle1_rad), 0, Math::cos(angle1_rad));
Vector3 direction_yz = Vector3(0, Math::sin(angle2_rad), Math::cos(angle2_rad));
direction_yz.z = direction_yz.z / MAX(0.0001, Math::sqrt(ABS(direction_yz.z))); //better uniform distribution
Vector3 direction = Vector3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);
direction.normalize();
p.velocity = direction * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
}
float base_angle = (parameters[PARAM_ANGLE] + tex_angle) * Math::lerp(1.0f, p.angle_rand, randomness[PARAM_ANGLE]);
p.custom[0] = Math::deg2rad(base_angle); //angle
p.custom[1] = 0.0; //phase
p.custom[2] = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]); //animation offset (0-1)
p.transform = Transform();
p.time = 0;
p.lifetime = lifetime * (1.0 - Math::randf() * lifetime_randomness);
p.base_color = Color(1, 1, 1, 1);
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
float s = 2.0 * Math::randf() - 1.0, t = 2.0 * Math_PI * Math::randf();
float radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
p.transform.origin = Vector3(radius * Math::cos(t), radius * Math::sin(t), emission_sphere_radius * s);
} break;
case EMISSION_SHAPE_BOX: {
p.transform.origin = Vector3(Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0) * emission_box_extents;
} break;
case EMISSION_SHAPE_POINTS:
case EMISSION_SHAPE_DIRECTED_POINTS: {
int pc = emission_points.size();
if (pc == 0)
break;
int random_idx = Math::rand() % pc;
p.transform.origin = emission_points.get(random_idx);
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS && emission_normals.size() == pc) {
if (flags[FLAG_DISABLE_Z]) {
/*
mat2 rotm;
";
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;
*/
} else {
Vector3 normal = emission_normals.get(random_idx);
Vector3 v0 = Math::abs(normal.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(0, 1.0, 0.0);
Vector3 tangent = v0.cross(normal).normalized();
Vector3 bitangent = tangent.cross(normal).normalized();
Basis m3;
m3.set_axis(0, tangent);
m3.set_axis(1, bitangent);
m3.set_axis(2, normal);
p.velocity = m3.xform(p.velocity);
}
}
if (emission_colors.size() == pc) {
p.base_color = emission_colors.get(random_idx);
}
} break;
case EMISSION_SHAPE_MAX: { // Max value for validity check.
break;
}
}
if (!local_coords) {
p.velocity = velocity_xform.xform(p.velocity);
p.transform = emission_xform * p.transform;
}
if (flags[FLAG_DISABLE_Z]) {
p.velocity.z = 0.0;
p.transform.origin.z = 0.0;
}
} else if (!p.active) {
continue;
} else if (p.time > p.lifetime) {
p.active = false;
} else {
uint32_t alt_seed = p.seed;
p.time += local_delta;
p.custom[1] = p.time / lifetime;
float tex_linear_velocity = 0.0;
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->interpolate(p.custom[1]);
}
float tex_orbit_velocity = 0.0;
if (flags[FLAG_DISABLE_Z]) {
if (curve_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
tex_orbit_velocity = curve_parameters[PARAM_ORBIT_VELOCITY]->interpolate(p.custom[1]);
}
}
float tex_angular_velocity = 0.0;
if (curve_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
tex_angular_velocity = curve_parameters[PARAM_ANGULAR_VELOCITY]->interpolate(p.custom[1]);
}
float tex_linear_accel = 0.0;
if (curve_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
tex_linear_accel = curve_parameters[PARAM_LINEAR_ACCEL]->interpolate(p.custom[1]);
}
float tex_tangential_accel = 0.0;
if (curve_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
tex_tangential_accel = curve_parameters[PARAM_TANGENTIAL_ACCEL]->interpolate(p.custom[1]);
}
float tex_radial_accel = 0.0;
if (curve_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
tex_radial_accel = curve_parameters[PARAM_RADIAL_ACCEL]->interpolate(p.custom[1]);
}
float tex_damping = 0.0;
if (curve_parameters[PARAM_DAMPING].is_valid()) {
tex_damping = curve_parameters[PARAM_DAMPING]->interpolate(p.custom[1]);
}
float tex_angle = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
tex_angle = curve_parameters[PARAM_ANGLE]->interpolate(p.custom[1]);
}
float tex_anim_speed = 0.0;
if (curve_parameters[PARAM_ANIM_SPEED].is_valid()) {
tex_anim_speed = curve_parameters[PARAM_ANIM_SPEED]->interpolate(p.custom[1]);
}
float tex_anim_offset = 0.0;
if (curve_parameters[PARAM_ANIM_OFFSET].is_valid()) {
tex_anim_offset = curve_parameters[PARAM_ANIM_OFFSET]->interpolate(p.custom[1]);
}
Vector3 force = gravity;
Vector3 position = p.transform.origin;
if (flags[FLAG_DISABLE_Z]) {
position.z = 0.0;
}
//apply linear acceleration
force += p.velocity.length() > 0.0 ? p.velocity.normalized() * (parameters[PARAM_LINEAR_ACCEL] + tex_linear_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_LINEAR_ACCEL]) : Vector3();
//apply radial acceleration
Vector3 org = emission_xform.origin;
Vector3 diff = position - org;
force += diff.length() > 0.0 ? diff.normalized() * (parameters[PARAM_RADIAL_ACCEL] + tex_radial_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_RADIAL_ACCEL]) : Vector3();
//apply tangential acceleration;
if (flags[FLAG_DISABLE_Z]) {
Vector2 yx = Vector2(diff.y, diff.x);
Vector2 yx2 = (yx * Vector2(-1.0, 1.0)).normalized();
force += yx.length() > 0.0 ? Vector3(yx2.x, yx2.y, 0.0) * ((parameters[PARAM_TANGENTIAL_ACCEL] + tex_tangential_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_TANGENTIAL_ACCEL])) : Vector3();
} else {
Vector3 crossDiff = diff.normalized().cross(gravity.normalized());
force += crossDiff.length() > 0.0 ? crossDiff.normalized() * ((parameters[PARAM_TANGENTIAL_ACCEL] + tex_tangential_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_TANGENTIAL_ACCEL])) : Vector3();
}
//apply attractor forces
p.velocity += force * local_delta;
//orbit velocity
if (flags[FLAG_DISABLE_Z]) {
float orbit_amount = (parameters[PARAM_ORBIT_VELOCITY] + tex_orbit_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ORBIT_VELOCITY]);
if (orbit_amount != 0.0) {
float ang = orbit_amount * local_delta * Math_PI * 2.0;
// Not sure why the ParticlesMaterial code uses a clockwise rotation matrix,
// but we use -ang here to reproduce its behavior.
Transform2D rot = Transform2D(-ang, Vector2());
Vector2 rotv = rot.basis_xform(Vector2(diff.x, diff.y));
p.transform.origin -= Vector3(diff.x, diff.y, 0);
p.transform.origin += Vector3(rotv.x, rotv.y, 0);
}
}
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
p.velocity = p.velocity.normalized() * tex_linear_velocity;
}
if (parameters[PARAM_DAMPING] + tex_damping > 0.0) {
float v = p.velocity.length();
float damp = (parameters[PARAM_DAMPING] + tex_damping) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_DAMPING]);
v -= damp * local_delta;
if (v < 0.0) {
p.velocity = Vector3();
} else {
p.velocity = p.velocity.normalized() * v;
}
}
float base_angle = (parameters[PARAM_ANGLE] + tex_angle) * Math::lerp(1.0f, p.angle_rand, randomness[PARAM_ANGLE]);
base_angle += p.custom[1] * lifetime * (parameters[PARAM_ANGULAR_VELOCITY] + tex_angular_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed) * 2.0f - 1.0f, randomness[PARAM_ANGULAR_VELOCITY]);
p.custom[0] = Math::deg2rad(base_angle); //angle
p.custom[2] = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]) + p.custom[1] * (parameters[PARAM_ANIM_SPEED] + tex_anim_speed) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ANIM_SPEED]); //angle
}
//apply color
//apply hue rotation
float tex_scale = 1.0;
if (curve_parameters[PARAM_SCALE].is_valid()) {
tex_scale = curve_parameters[PARAM_SCALE]->interpolate(p.custom[1]);
}
float tex_hue_variation = 0.0;
if (curve_parameters[PARAM_HUE_VARIATION].is_valid()) {
tex_hue_variation = curve_parameters[PARAM_HUE_VARIATION]->interpolate(p.custom[1]);
}
float hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_PI * 2.0 * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
float hue_rot_c = Math::cos(hue_rot_angle);
float hue_rot_s = Math::sin(hue_rot_angle);
Basis hue_rot_mat;
{
Basis mat1(0.299, 0.587, 0.114, 0.299, 0.587, 0.114, 0.299, 0.587, 0.114);
Basis mat2(0.701, -0.587, -0.114, -0.299, 0.413, -0.114, -0.300, -0.588, 0.886);
Basis mat3(0.168, 0.330, -0.497, -0.328, 0.035, 0.292, 1.250, -1.050, -0.203);
for (int j = 0; j < 3; j++) {
hue_rot_mat[j] = mat1[j] + mat2[j] * hue_rot_c + mat3[j] * hue_rot_s;
}
}
if (color_ramp.is_valid()) {
p.color = color_ramp->get_color_at_offset(p.custom[1]) * color;
} else {
p.color = color;
}
Vector3 color_rgb = hue_rot_mat.xform_inv(Vector3(p.color.r, p.color.g, p.color.b));
p.color.r = color_rgb.x;
p.color.g = color_rgb.y;
p.color.b = color_rgb.z;
p.color *= p.base_color;
if (flags[FLAG_DISABLE_Z]) {
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
p.transform.basis.set_axis(1, p.velocity.normalized());
} else {
p.transform.basis.set_axis(1, p.transform.basis.get_axis(1));
}
p.transform.basis.set_axis(0, p.transform.basis.get_axis(1).cross(p.transform.basis.get_axis(2)).normalized());
p.transform.basis.set_axis(2, Vector3(0, 0, 1));
} else {
p.transform.basis.set_axis(0, Vector3(Math::cos(p.custom[0]), -Math::sin(p.custom[0]), 0.0));
p.transform.basis.set_axis(1, Vector3(Math::sin(p.custom[0]), Math::cos(p.custom[0]), 0.0));
p.transform.basis.set_axis(2, Vector3(0, 0, 1));
}
} else {
//orient particle Y towards velocity
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
p.transform.basis.set_axis(1, p.velocity.normalized());
} else {
p.transform.basis.set_axis(1, p.transform.basis.get_axis(1).normalized());
}
if (p.transform.basis.get_axis(1) == p.transform.basis.get_axis(0)) {
p.transform.basis.set_axis(0, p.transform.basis.get_axis(1).cross(p.transform.basis.get_axis(2)).normalized());
p.transform.basis.set_axis(2, p.transform.basis.get_axis(0).cross(p.transform.basis.get_axis(1)).normalized());
} else {
p.transform.basis.set_axis(2, p.transform.basis.get_axis(0).cross(p.transform.basis.get_axis(1)).normalized());
p.transform.basis.set_axis(0, p.transform.basis.get_axis(1).cross(p.transform.basis.get_axis(2)).normalized());
}
} else {
p.transform.basis.orthonormalize();
}
//turn particle by rotation in Y
if (flags[FLAG_ROTATE_Y]) {
Basis rot_y(Vector3(0, 1, 0), p.custom[0]);
p.transform.basis = p.transform.basis * rot_y;
}
}
//scale by scale
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float base_scale = tex_scale * Math::lerp(parameters[PARAM_SCALE], 1.0f, p.scale_rand * randomness[PARAM_SCALE]);
if (base_scale < 0.000001) base_scale = 0.000001;
p.transform.basis.scale(Vector3(1, 1, 1) * base_scale);
if (flags[FLAG_DISABLE_Z]) {
p.velocity.z = 0.0;
p.transform.origin.z = 0.0;
}
p.transform.origin += p.velocity * local_delta;
}
}
void CPUParticles3D::_update_particle_data_buffer() {
MutexLock lock(update_mutex);
int pc = particles.size();
int *ow;
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int *order = nullptr;
float *w = particle_data.ptrw();
const Particle *r = particles.ptr();
float *ptr = w;
if (draw_order != DRAW_ORDER_INDEX) {
ow = particle_order.ptrw();
order = ow;
for (int i = 0; i < pc; i++) {
order[i] = i;
}
if (draw_order == DRAW_ORDER_LIFETIME) {
SortArray<int, SortLifetime> sorter;
sorter.compare.particles = r;
sorter.sort(order, pc);
} else if (draw_order == DRAW_ORDER_VIEW_DEPTH) {
Camera3D *c = get_viewport()->get_camera();
if (c) {
Vector3 dir = c->get_global_transform().basis.get_axis(2); //far away to close
if (local_coords) {
// will look different from Particles in editor as this is based on the camera in the scenetree
// and not the editor camera
dir = inv_emission_transform.xform(dir).normalized();
} else {
dir = dir.normalized();
}
SortArray<int, SortAxis> sorter;
sorter.compare.particles = r;
sorter.compare.axis = dir;
sorter.sort(order, pc);
}
}
}
for (int i = 0; i < pc; i++) {
int idx = order ? order[i] : i;
Transform t = r[idx].transform;
if (!local_coords) {
t = inv_emission_transform * t;
}
if (r[idx].active) {
ptr[0] = t.basis.elements[0][0];
ptr[1] = t.basis.elements[0][1];
ptr[2] = t.basis.elements[0][2];
ptr[3] = t.origin.x;
ptr[4] = t.basis.elements[1][0];
ptr[5] = t.basis.elements[1][1];
ptr[6] = t.basis.elements[1][2];
ptr[7] = t.origin.y;
ptr[8] = t.basis.elements[2][0];
ptr[9] = t.basis.elements[2][1];
ptr[10] = t.basis.elements[2][2];
ptr[11] = t.origin.z;
} else {
zeromem(ptr, sizeof(float) * 12);
}
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Color c = r[idx].color;
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ptr[12] = c.r;
ptr[13] = c.g;
ptr[14] = c.b;
ptr[15] = c.a;
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ptr[16] = r[idx].custom[0];
ptr[17] = r[idx].custom[1];
ptr[18] = r[idx].custom[2];
ptr[19] = r[idx].custom[3];
ptr += 20;
}
can_update = true;
}
void CPUParticles3D::_set_redraw(bool p_redraw) {
if (redraw == p_redraw)
return;
redraw = p_redraw;
{
MutexLock lock(update_mutex);
if (redraw) {
RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &CPUParticles3D::_update_render_thread));
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
RS::get_singleton()->multimesh_set_visible_instances(multimesh, -1);
} else {
if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &CPUParticles3D::_update_render_thread))) {
RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &CPUParticles3D::_update_render_thread));
}
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
RS::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
}
}
}
void CPUParticles3D::_update_render_thread() {
MutexLock lock(update_mutex);
if (can_update) {
RS::get_singleton()->multimesh_set_buffer(multimesh, particle_data);
can_update = false; //wait for next time
}
}
void CPUParticles3D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
set_process_internal(emitting);
// first update before rendering to avoid one frame delay after emitting starts
if (emitting && (time == 0))
_update_internal();
}
if (p_what == NOTIFICATION_EXIT_TREE) {
_set_redraw(false);
}
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
// first update before rendering to avoid one frame delay after emitting starts
if (emitting && (time == 0))
_update_internal();
}
if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
_update_internal();
}
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
inv_emission_transform = get_global_transform().affine_inverse();
if (!local_coords) {
int pc = particles.size();
float *w = particle_data.ptrw();
const Particle *r = particles.ptr();
float *ptr = w;
for (int i = 0; i < pc; i++) {
Transform t = inv_emission_transform * r[i].transform;
if (r[i].active) {
ptr[0] = t.basis.elements[0][0];
ptr[1] = t.basis.elements[0][1];
ptr[2] = t.basis.elements[0][2];
ptr[3] = t.origin.x;
ptr[4] = t.basis.elements[1][0];
ptr[5] = t.basis.elements[1][1];
ptr[6] = t.basis.elements[1][2];
ptr[7] = t.origin.y;
ptr[8] = t.basis.elements[2][0];
ptr[9] = t.basis.elements[2][1];
ptr[10] = t.basis.elements[2][2];
ptr[11] = t.origin.z;
} else {
zeromem(ptr, sizeof(float) * 12);
}
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ptr += 20;
}
can_update = true;
}
}
}
void CPUParticles3D::convert_from_particles(Node *p_particles) {
GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_particles);
ERR_FAIL_COND_MSG(!particles, "Only GPUParticles3D nodes can be converted to CPUParticles3D.");
set_emitting(particles->is_emitting());
set_amount(particles->get_amount());
set_lifetime(particles->get_lifetime());
set_one_shot(particles->get_one_shot());
set_pre_process_time(particles->get_pre_process_time());
set_explosiveness_ratio(particles->get_explosiveness_ratio());
set_randomness_ratio(particles->get_randomness_ratio());
set_use_local_coordinates(particles->get_use_local_coordinates());
set_fixed_fps(particles->get_fixed_fps());
set_fractional_delta(particles->get_fractional_delta());
set_speed_scale(particles->get_speed_scale());
set_draw_order(DrawOrder(particles->get_draw_order()));
set_mesh(particles->get_draw_pass_mesh(0));
Ref<ParticlesMaterial> material = particles->get_process_material();
if (material.is_null())
return;
set_direction(material->get_direction());
set_spread(material->get_spread());
set_flatness(material->get_flatness());
set_color(material->get_color());
Ref<GradientTexture> gt = material->get_color_ramp();
if (gt.is_valid()) {
set_color_ramp(gt->get_gradient());
}
set_particle_flag(FLAG_ALIGN_Y_TO_VELOCITY, material->get_flag(ParticlesMaterial::FLAG_ALIGN_Y_TO_VELOCITY));
set_particle_flag(FLAG_ROTATE_Y, material->get_flag(ParticlesMaterial::FLAG_ROTATE_Y));
set_particle_flag(FLAG_DISABLE_Z, material->get_flag(ParticlesMaterial::FLAG_DISABLE_Z));
set_emission_shape(EmissionShape(material->get_emission_shape()));
set_emission_sphere_radius(material->get_emission_sphere_radius());
set_emission_box_extents(material->get_emission_box_extents());
set_gravity(material->get_gravity());
set_lifetime_randomness(material->get_lifetime_randomness());
#define CONVERT_PARAM(m_param) \
set_param(m_param, material->get_param(ParticlesMaterial::m_param)); \
{ \
Ref<CurveTexture> ctex = material->get_param_texture(ParticlesMaterial::m_param); \
if (ctex.is_valid()) set_param_curve(m_param, ctex->get_curve()); \
} \
set_param_randomness(m_param, material->get_param_randomness(ParticlesMaterial::m_param));
CONVERT_PARAM(PARAM_INITIAL_LINEAR_VELOCITY);
CONVERT_PARAM(PARAM_ANGULAR_VELOCITY);
CONVERT_PARAM(PARAM_ORBIT_VELOCITY);
CONVERT_PARAM(PARAM_LINEAR_ACCEL);
CONVERT_PARAM(PARAM_RADIAL_ACCEL);
CONVERT_PARAM(PARAM_TANGENTIAL_ACCEL);
CONVERT_PARAM(PARAM_DAMPING);
CONVERT_PARAM(PARAM_ANGLE);
CONVERT_PARAM(PARAM_SCALE);
CONVERT_PARAM(PARAM_HUE_VARIATION);
CONVERT_PARAM(PARAM_ANIM_SPEED);
CONVERT_PARAM(PARAM_ANIM_OFFSET);
#undef CONVERT_PARAM
}
void CPUParticles3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &CPUParticles3D::set_emitting);
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &CPUParticles3D::set_amount);
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &CPUParticles3D::set_lifetime);
ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &CPUParticles3D::set_one_shot);
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &CPUParticles3D::set_pre_process_time);
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &CPUParticles3D::set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &CPUParticles3D::set_randomness_ratio);
ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "random"), &CPUParticles3D::set_lifetime_randomness);
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &CPUParticles3D::set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &CPUParticles3D::set_fixed_fps);
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &CPUParticles3D::set_fractional_delta);
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &CPUParticles3D::set_speed_scale);
ClassDB::bind_method(D_METHOD("is_emitting"), &CPUParticles3D::is_emitting);
ClassDB::bind_method(D_METHOD("get_amount"), &CPUParticles3D::get_amount);
ClassDB::bind_method(D_METHOD("get_lifetime"), &CPUParticles3D::get_lifetime);
ClassDB::bind_method(D_METHOD("get_one_shot"), &CPUParticles3D::get_one_shot);
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &CPUParticles3D::get_pre_process_time);
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &CPUParticles3D::get_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &CPUParticles3D::get_randomness_ratio);
ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &CPUParticles3D::get_lifetime_randomness);
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &CPUParticles3D::get_use_local_coordinates);
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &CPUParticles3D::get_fixed_fps);
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &CPUParticles3D::get_fractional_delta);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &CPUParticles3D::get_speed_scale);
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &CPUParticles3D::set_draw_order);
ClassDB::bind_method(D_METHOD("get_draw_order"), &CPUParticles3D::get_draw_order);
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CPUParticles3D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &CPUParticles3D::get_mesh);
ClassDB::bind_method(D_METHOD("restart"), &CPUParticles3D::restart);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_EXP_RANGE, "0.01,600.0,0.01,or_greater"), "set_lifetime", "get_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "preprocess", PROPERTY_HINT_EXP_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
ADD_GROUP("Drawing", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime,View Depth"), "set_draw_order", "get_draw_order");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH);
////////////////////////////////
ClassDB::bind_method(D_METHOD("set_direction", "direction"), &CPUParticles3D::set_direction);
ClassDB::bind_method(D_METHOD("get_direction"), &CPUParticles3D::get_direction);
ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &CPUParticles3D::set_spread);
ClassDB::bind_method(D_METHOD("get_spread"), &CPUParticles3D::get_spread);
ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &CPUParticles3D::set_flatness);
ClassDB::bind_method(D_METHOD("get_flatness"), &CPUParticles3D::get_flatness);
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &CPUParticles3D::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &CPUParticles3D::get_param);
ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &CPUParticles3D::set_param_randomness);
ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &CPUParticles3D::get_param_randomness);
ClassDB::bind_method(D_METHOD("set_param_curve", "param", "curve"), &CPUParticles3D::set_param_curve);
ClassDB::bind_method(D_METHOD("get_param_curve", "param"), &CPUParticles3D::get_param_curve);
ClassDB::bind_method(D_METHOD("set_color", "color"), &CPUParticles3D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &CPUParticles3D::get_color);
ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &CPUParticles3D::set_color_ramp);
ClassDB::bind_method(D_METHOD("get_color_ramp"), &CPUParticles3D::get_color_ramp);
ClassDB::bind_method(D_METHOD("set_particle_flag", "flag", "enable"), &CPUParticles3D::set_particle_flag);
ClassDB::bind_method(D_METHOD("get_particle_flag", "flag"), &CPUParticles3D::get_particle_flag);
ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &CPUParticles3D::set_emission_shape);
ClassDB::bind_method(D_METHOD("get_emission_shape"), &CPUParticles3D::get_emission_shape);
ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &CPUParticles3D::set_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &CPUParticles3D::get_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &CPUParticles3D::set_emission_box_extents);
ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &CPUParticles3D::get_emission_box_extents);
ClassDB::bind_method(D_METHOD("set_emission_points", "array"), &CPUParticles3D::set_emission_points);
ClassDB::bind_method(D_METHOD("get_emission_points"), &CPUParticles3D::get_emission_points);
ClassDB::bind_method(D_METHOD("set_emission_normals", "array"), &CPUParticles3D::set_emission_normals);
ClassDB::bind_method(D_METHOD("get_emission_normals"), &CPUParticles3D::get_emission_normals);
ClassDB::bind_method(D_METHOD("set_emission_colors", "array"), &CPUParticles3D::set_emission_colors);
ClassDB::bind_method(D_METHOD("get_emission_colors"), &CPUParticles3D::get_emission_colors);
ClassDB::bind_method(D_METHOD("get_gravity"), &CPUParticles3D::get_gravity);
ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &CPUParticles3D::set_gravity);
ClassDB::bind_method(D_METHOD("convert_from_particles", "particles"), &CPUParticles3D::convert_from_particles);
ADD_GROUP("Emission Shape", "emission_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01"), "set_emission_sphere_radius", "get_emission_sphere_radius");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "emission_points"), "set_emission_points", "get_emission_points");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "emission_normals"), "set_emission_normals", "get_emission_normals");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_COLOR_ARRAY, "emission_colors"), "set_emission_colors", "get_emission_colors");
ADD_GROUP("Flags", "flag_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_particle_flag", "get_particle_flag", FLAG_ALIGN_Y_TO_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_particle_flag", "get_particle_flag", FLAG_ROTATE_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_particle_flag", "get_particle_flag", FLAG_DISABLE_Z);
ADD_GROUP("Direction", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "direction"), "set_direction", "get_direction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
ADD_GROUP("Gravity", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("Initial Velocity", "initial_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_GROUP("Angular Velocity", "angular_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGULAR_VELOCITY);
ADD_GROUP("Orbit Velocity", "orbit_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ORBIT_VELOCITY);
ADD_GROUP("Linear Accel", "linear_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_LINEAR_ACCEL);
ADD_GROUP("Radial Accel", "radial_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_RADIAL_ACCEL);
ADD_GROUP("Tangential Accel", "tangential_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_TANGENTIAL_ACCEL);
ADD_GROUP("Damping", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_param", "get_param", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_DAMPING);
ADD_GROUP("Angle", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGLE);
ADD_GROUP("Scale", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_amount", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_amount_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_amount_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_SCALE);
ADD_GROUP("Color", "");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
ADD_GROUP("Hue Variation", "hue_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_HUE_VARIATION);
ADD_GROUP("Animation", "anim_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANIM_OFFSET);
BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL);
BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL);
BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL);
BIND_ENUM_CONSTANT(PARAM_DAMPING);
BIND_ENUM_CONSTANT(PARAM_ANGLE);
BIND_ENUM_CONSTANT(PARAM_SCALE);
BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION);
BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED);
BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET);
BIND_ENUM_CONSTANT(PARAM_MAX);
BIND_ENUM_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY);
BIND_ENUM_CONSTANT(FLAG_ROTATE_Y);
BIND_ENUM_CONSTANT(FLAG_DISABLE_Z);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX);
}
CPUParticles3D::CPUParticles3D() {
time = 0;
inactive_time = 0;
frame_remainder = 0;
cycle = 0;
redraw = false;
emitting = false;
set_notify_transform(true);
multimesh = RenderingServer::get_singleton()->multimesh_create();
RenderingServer::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
set_base(multimesh);
set_emitting(true);
set_one_shot(false);
set_amount(8);
set_lifetime(1);
set_fixed_fps(0);
set_fractional_delta(true);
set_pre_process_time(0);
set_explosiveness_ratio(0);
set_randomness_ratio(0);
set_lifetime_randomness(0);
set_use_local_coordinates(true);
set_draw_order(DRAW_ORDER_INDEX);
set_speed_scale(1);
set_direction(Vector3(1, 0, 0));
set_spread(45);
set_flatness(0);
set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0);
set_param(PARAM_ANGULAR_VELOCITY, 0);
set_param(PARAM_ORBIT_VELOCITY, 0);
set_param(PARAM_LINEAR_ACCEL, 0);
set_param(PARAM_RADIAL_ACCEL, 0);
set_param(PARAM_TANGENTIAL_ACCEL, 0);
set_param(PARAM_DAMPING, 0);
set_param(PARAM_ANGLE, 0);
set_param(PARAM_SCALE, 1);
set_param(PARAM_HUE_VARIATION, 0);
set_param(PARAM_ANIM_SPEED, 0);
set_param(PARAM_ANIM_OFFSET, 0);
set_emission_shape(EMISSION_SHAPE_POINT);
set_emission_sphere_radius(1);
set_emission_box_extents(Vector3(1, 1, 1));
set_gravity(Vector3(0, -9.8, 0));
for (int i = 0; i < PARAM_MAX; i++) {
set_param_randomness(Parameter(i), 0);
}
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = false;
}
can_update = false;
set_color(Color(1, 1, 1, 1));
}
CPUParticles3D::~CPUParticles3D() {
RS::get_singleton()->free(multimesh);
}