Merge pull request #81559 from matorin57/3.x-backport-finished-singal-GPU-particles

[3.x] Backport "Add `finished` signal to GPUParticles"
This commit is contained in:
Rémi Verschelde 2024-02-07 09:39:49 +01:00
commit 862d63e9f7
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GPG Key ID: C3336907360768E1
8 changed files with 132 additions and 15 deletions

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@ -105,6 +105,14 @@
[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.
</member>
</members>
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
</description>
</signal>
</signals>
<constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.

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@ -21,6 +21,7 @@
<return type="Rect2" />
<description>
Returns a rectangle containing the positions of all existing particles.
[b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
</description>
</method>
<method name="restart">
@ -83,6 +84,14 @@
Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
</member>
</members>
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
</description>
</signal>
</signals>
<constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.

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@ -39,13 +39,30 @@
#endif
void Particles2D::set_emitting(bool p_emitting) {
VS::get_singleton()->particles_set_emitting(particles, p_emitting);
// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
if (p_emitting && one_shot) {
if (!active && !emitting) {
// Last cycle ended.
active = true;
time = 0;
signal_canceled = false;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
} else {
signal_canceled = true;
}
set_process_internal(true);
} else if (!p_emitting) {
set_process_internal(false);
if (one_shot) {
set_process_internal(true);
} else {
set_process_internal(false);
}
}
emitting = p_emitting;
VS::get_singleton()->particles_set_emitting(particles, p_emitting);
}
void Particles2D::set_amount(int p_amount) {
@ -148,7 +165,7 @@ void Particles2D::set_show_visibility_rect(bool p_show_visibility_rect) {
#endif
bool Particles2D::is_emitting() const {
return VS::get_singleton()->particles_get_emitting(particles);
return emitting;
}
int Particles2D::get_amount() const {
return amount;
@ -287,6 +304,16 @@ void Particles2D::_validate_property(PropertyInfo &property) const {
void Particles2D::restart() {
VS::get_singleton()->particles_restart(particles);
VS::get_singleton()->particles_set_emitting(particles, true);
emitting = true;
active = true;
signal_canceled = false;
time = 0;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
if (one_shot) {
set_process_internal(true);
}
}
void Particles2D::_notification(int p_what) {
@ -322,9 +349,23 @@ void Particles2D::_notification(int p_what) {
}
if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
if (one_shot && !is_emitting()) {
_change_notify();
set_process_internal(false);
if (one_shot) {
time += get_process_delta_time();
if (time > emission_time) {
emitting = false;
if (!active) {
set_process_internal(false);
}
}
if (time > active_time) {
if (active && !signal_canceled) {
emit_signal(SceneStringNames::get_singleton()->finished);
}
active = false;
if (!emitting) {
set_process_internal(false);
}
}
}
}
}
@ -371,6 +412,8 @@ void Particles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("restart"), &Particles2D::restart);
ADD_SIGNAL(MethodInfo("finished"));
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", "");

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@ -48,7 +48,10 @@ public:
private:
RID particles;
bool one_shot;
bool emitting = false;
bool active = false;
bool signal_canceled = false;
bool one_shot = false;
int amount;
float lifetime;
float pre_process_time;
@ -73,6 +76,10 @@ private:
void _update_particle_emission_transform();
double time = 0.0;
double emission_time = 0.0;
double active_time = 0.0;
protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const;

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@ -32,6 +32,7 @@
#include "core/os/os.h"
#include "scene/resources/particles_material.h"
#include "scene/scene_string_names.h"
#include "servers/visual_server.h"
@ -43,13 +44,31 @@ PoolVector<Face3> Particles::get_faces(uint32_t p_usage_flags) const {
}
void Particles::set_emitting(bool p_emitting) {
VS::get_singleton()->particles_set_emitting(particles, p_emitting);
// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
if (p_emitting && one_shot) {
if (!active && !emitting) {
// Last cycle ended.
active = true;
time = 0;
signal_canceled = false;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
} else {
signal_canceled = true;
}
set_process_internal(true);
} else if (!p_emitting) {
set_process_internal(false);
if (one_shot) {
set_process_internal(true);
} else {
set_process_internal(false);
}
}
emitting = p_emitting;
VS::get_singleton()->particles_set_emitting(particles, p_emitting);
}
void Particles::set_amount(int p_amount) {
@ -118,7 +137,7 @@ void Particles::set_speed_scale(float p_scale) {
}
bool Particles::is_emitting() const {
return VS::get_singleton()->particles_get_emitting(particles);
return emitting;
}
int Particles::get_amount() const {
return amount;
@ -281,6 +300,16 @@ String Particles::get_configuration_warning() const {
void Particles::restart() {
VisualServer::get_singleton()->particles_restart(particles);
VisualServer::get_singleton()->particles_set_emitting(particles, true);
emitting = true;
active = true;
signal_canceled = false;
time = 0;
emission_time = lifetime * (1 - explosiveness_ratio);
active_time = lifetime * (2 - explosiveness_ratio);
if (one_shot) {
set_process_internal(true);
}
}
AABB Particles::capture_aabb() const {
@ -309,9 +338,23 @@ void Particles::_notification(int p_what) {
// Use internal process when emitting and one_shot are on so that when
// the shot ends the editor can properly update
if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
if (one_shot && !is_emitting()) {
_change_notify();
set_process_internal(false);
if (one_shot) {
time += get_process_delta_time();
if (time > emission_time) {
emitting = false;
if (!active) {
set_process_internal(false);
}
}
if (time > active_time) {
if (active && !signal_canceled) {
emit_signal(SceneStringNames::get_singleton()->finished);
}
active = false;
if (!emitting) {
set_process_internal(false);
}
}
}
}
@ -365,6 +408,8 @@ void Particles::_bind_methods() {
ClassDB::bind_method(D_METHOD("restart"), &Particles::restart);
ClassDB::bind_method(D_METHOD("capture_aabb"), &Particles::capture_aabb);
ADD_SIGNAL(MethodInfo("finished"));
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", "");

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@ -53,7 +53,10 @@ public:
private:
RID particles;
bool one_shot;
bool emitting = false;
bool active = false;
bool signal_canceled = false;
bool one_shot = false;
int amount;
float lifetime;
float pre_process_time;
@ -71,6 +74,10 @@ private:
Vector<Ref<Mesh>> draw_passes;
double time = 0.0;
double emission_time = 0.0;
double active_time = 0.0;
protected:
static void _bind_methods();
void _notification(int p_what);

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@ -61,7 +61,6 @@ SceneStringNames::SceneStringNames() {
finished = StaticCString::create("finished");
loop_finished = StaticCString::create("loop_finished");
step_finished = StaticCString::create("step_finished");
emission_finished = StaticCString::create("emission_finished");
animation_finished = StaticCString::create("animation_finished");
animation_changed = StaticCString::create("animation_changed");
animation_started = StaticCString::create("animation_started");

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@ -93,7 +93,6 @@ public:
StringName finished;
StringName loop_finished;
StringName step_finished;
StringName emission_finished;
StringName animation_finished;
StringName animation_changed;
StringName animation_started;