diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index 885bedbc044..93b107b5e35 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -266,6 +266,42 @@ Minimum tangential acceleration. + + Enables and disables Turbulence for the particle system. + + + Minimum turbulence influence on each particle. + The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life]. + + + Maximum turbulence influence on each particle. + The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life]. + + + Each particle's amount of turbulence will be influenced along this [CurveTexture] over its life time. + + + Maximum displacement of each particles spawn position by the turbulence. + The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max]. + + + Minimum displacement of each particles spawn position by the turbulence. + The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max]. + + + This value controls the overall scale/frequency of the turbulence noise pattern. + A small scale will result in smaller features with more detail while a high scale will result in smoother noise with larger features. + + + The movement speed of the turbulence pattern. This changes how quickly the noise changes over time. + A value of [code]Vector3(0.0, 0.0, 0.0)[/code] will freeze the turbulence pattern in place. + + + Use to influence the noise speed in a random pattern. This helps to break up visible movement patterns. + + + The turbulence noise strength. Increasing this will result in a stronger, more contrasting, noise pattern. + @@ -304,7 +340,7 @@ Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation offset properties. - + Represents the size of the [enum Parameter] enum. @@ -343,6 +379,15 @@ Represents the size of the [enum EmissionShape] enum. + + Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum und maximum influence on each particles velocity. + + + Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum and maximum displacement of the particles spawn position. + + + Use with [method set_param_texture] to set the turbulence influence over the particles life time. + @@ -352,6 +397,7 @@ + Represents the size of the [enum SubEmitterMode] enum. diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index 7a49b9b5154..4b2fdbed5b3 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -98,6 +98,17 @@ void ParticlesMaterial::init_shaders() { shader_names->emission_ring_radius = "emission_ring_radius"; shader_names->emission_ring_inner_radius = "emission_ring_inner_radius"; + shader_names->turbulence_active = "turbulence_active"; + shader_names->turbulence_noise_strength = "turbulence_noise_strength"; + shader_names->turbulence_noise_scale = "turbulence_noise_scale"; + shader_names->turbulence_noise_speed = "turbulence_noise_speed"; + shader_names->turbulence_noise_speed_random = "turbulence_noise_speed_random"; + shader_names->turbulence_influence_over_life = "turbulence_influence_over_life"; + shader_names->turbulence_influence_min = "turbulence_influence_min"; + shader_names->turbulence_influence_max = "turbulence_influence_max"; + shader_names->turbulence_initial_displacement_min = "turbulence_initial_displacement_min"; + shader_names->turbulence_initial_displacement_max = "turbulence_initial_displacement_max"; + shader_names->gravity = "gravity"; shader_names->lifetime_randomness = "lifetime_randomness"; @@ -141,7 +152,6 @@ void ParticlesMaterial::_update_shader() { shader_map[mk].users++; return; } - //must create a shader! // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). @@ -282,6 +292,77 @@ void ParticlesMaterial::_update_shader() { code += "uniform float collision_bounce;\n"; } + if (turbulence_active) { + code += "uniform float turbulence_noise_strength;\n"; + code += "uniform float turbulence_noise_scale;\n"; + code += "uniform float turbulence_influence_min;\n"; + code += "uniform float turbulence_influence_max;\n"; + code += "uniform float turbulence_initial_displacement_min;\n"; + code += "uniform float turbulence_initial_displacement_max;\n"; + code += "uniform float turbulence_noise_speed_random;\n"; + code += "uniform vec3 turbulence_noise_speed = vec3(1.0, 1.0, 1.0);\n"; + if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) { + code += "uniform sampler2D turbulence_influence_over_life;\n"; + } + if (turbulence_color_ramp.is_valid()) { + code += "uniform sampler2D turbulence_color_ramp;\n"; + } + code += "\n"; + + //functions for 3D noise / turbulence + code += "\n\n"; + code += "// 3D Noise with friendly permission by Inigo Quilez\n"; + code += "vec3 hash_noise( vec3 p ) {\n"; + code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n"; + code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n"; + code += "}\n"; + code += "\n"; + code += "float noise( vec3 p) {\n"; + code += " vec3 i = floor(p);;\n"; + code += " vec3 f = fract(p);\n "; + code += " vec3 u = f * f * (3.0 - 2.0 * f);\n"; + code += "\n"; + code += " return 2.0*mix( mix( mix( dot( hash_noise( i + vec3(0.0,0.0,0.0) ), f - vec3(0.0,0.0,0.0) ), dot( hash_noise( i + vec3(1.0,0.0,0.0) ), f - vec3(1.0,0.0,0.0) ), u.x),\n"; + code += " mix( dot( hash_noise( i + vec3(0.0,1.0,0.0) ), f - vec3(0.0,1.0,0.0) ), dot( hash_noise( i + vec3(1.0,1.0,0.0) ), f - vec3(1.0,1.0,0.0) ), u.x), u.y),\n"; + code += " mix( mix( dot( hash_noise( i + vec3(0.0,0.0,1.0) ), f - vec3(0.0,0.0,1.0) ), dot( hash_noise( i + vec3(1.0,0.0,1.0) ), f - vec3(1.0,0.0,1.0) ), u.x),\n"; + code += " mix( dot( hash_noise( i + vec3(0.0,1.0,1.0) ), f - vec3(0.0,1.0,1.0) ), dot( hash_noise( i + vec3(1.0,1.0,1.0) ), f - vec3(1.0,1.0,1.0) ), u.x), u.y), u.z);\n"; + code += "}\n\n"; + code += "// Curl 3D and noise_3d function with friendly permission by Isaac Cohen\n"; + code += "vec3 noise_3d(vec3 p) {\n"; + code += " float s = noise(p);\n"; + code += " float s1 = noise(vec3(p.y - 19.1, p.z + 33.4, p.x + 47.2));\n"; + code += " float s2 = noise(vec3(p.z + 74.2, p.x - 124.5, p.y + 99.4));\n"; + code += " vec3 c = vec3(s, s1, s2);\n"; + code += " return c;\n"; + code += "}\n\n"; + code += "vec3 curl_3d(vec3 p, float c) {\n"; + code += " float epsilon = 0.001 + c;\n"; + code += " vec3 dx = vec3(epsilon, 0.0, 0.0);\n"; + code += " vec3 dy = vec3(0.0, epsilon, 0.0);\n"; + code += " vec3 dz = vec3(0.0, 0.0, epsilon);\n"; + code += " vec3 x0 = noise_3d(p - dx).xyz;\n"; + code += " vec3 x1 = noise_3d(p + dx).xyz;\n"; + code += " vec3 y0 = noise_3d(p - dy).xyz;\n"; + code += " vec3 y1 = noise_3d(p + dy).xyz;\n"; + code += " vec3 z0 = noise_3d(p - dz).xyz;\n"; + code += " vec3 z1 = noise_3d(p + dz).xyz;\n"; + code += " float x = y1.z - y0.z - z1.y + z0.y;\n"; + code += " float y = z1.x - z0.x - x1.z + x0.z;\n"; + code += " float z = x1.y - x0.y - y1.x + y0.x;\n"; + code += " float divisor = 1.0 / (2.0 * epsilon);\n"; + code += " return vec3(normalize(vec3(x, y, z) * divisor));\n"; + code += "}\n"; + code += "vec3 get_noise_direction(vec3 pos, vec3 emission_pos, vec3 time_noise) {\n"; + code += " float adj_contrast = max((turbulence_noise_strength - 1.0), 0.0) * 70.0;\n"; + code += " vec3 noise_time = (vec3(TIME) * turbulence_noise_speed) + time_noise;\n"; + code += " vec3 noise_pos = (pos * turbulence_noise_scale) - emission_pos;\n"; + code += " vec3 diff = pos - emission_pos;\n"; + code += " vec3 noise_direction = curl_3d(noise_pos + noise_time - diff, adj_contrast);\n"; + code += " noise_direction = mix(0.9 * noise_direction, noise_direction, turbulence_noise_strength - 9.0);\n"; + code += " return noise_direction;\n"; + code += "}\n"; + } + //need a random function code += "\n\n"; code += "float rand_from_seed(inout uint seed) {\n"; @@ -463,8 +544,18 @@ void ParticlesMaterial::_update_shader() { break; } } - code += " if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n"; + // Apply noise/turbulence: initial displacement. + if (turbulence_active) { + if (get_turbulence_noise_speed_random() >= 0.0) { + code += " vec3 time_noise = noise_3d( vec3(TIME) * turbulence_noise_speed_random ) * -turbulence_noise_speed;\n"; + } else { + code += " const vec3 time_noise = vec3(0.0);\n"; + } + code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz, EMISSION_TRANSFORM[3].xyz, time_noise);\n"; + code += " float turb_init_displacement = mix(turbulence_initial_displacement_min, turbulence_initial_displacement_max, rand_from_seed(alt_seed));"; + code += " TRANSFORM[3].xyz += noise_direction * turb_init_displacement;\n"; + } code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " VELOCITY.z = 0.0;\n"; @@ -483,7 +574,6 @@ void ParticlesMaterial::_update_shader() { if (color_initial_ramp.is_valid()) { code += " float color_initial_rand = rand_from_seed(alt_seed);\n"; } - code += " float pi = 3.14159;\n"; code += " float degree_to_rad = pi / 180.0;\n"; code += "\n"; @@ -570,7 +660,7 @@ void ParticlesMaterial::_update_shader() { code += " vec3 diff = pos - org;\n"; code += " force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n"; code += " // apply tangential acceleration;\n"; - code += " float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed))\n;"; + code += " float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed));\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0);\n"; @@ -584,6 +674,41 @@ void ParticlesMaterial::_update_shader() { code += " // apply attractor forces\n"; code += " VELOCITY += force * DELTA;\n"; + + if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) { + code += " VELOCITY = normalize(VELOCITY) * tex_linear_velocity;\n"; + } + + // Apply noise/turbulence. + if (turbulence_active) { + code += " // apply turbulence\n"; + if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) { + code += " float turbulence_influence = textureLod(turbulence_influence_over_life, vec2(tv, 0.0), 0.0).r;\n"; + } else { + code += " const float turbulence_influence = 1.0;\n"; + } + code += " \n"; + if (get_turbulence_noise_speed_random() >= 0.0) { + code += " vec3 time_noise = noise_3d( vec3(TIME) * turbulence_noise_speed_random ) * -turbulence_noise_speed;\n"; + } else { + code += " const vec3 time_noise = vec3(0.0);\n"; + } + code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz, EMISSION_TRANSFORM[3].xyz, time_noise);\n"; + // If collision happened, turbulence is no longer applied. + String extra_tab = ""; + if (collision_enabled) { + code += " if (!COLLIDED) {\n"; + extra_tab = " "; + } + code += extra_tab + " \n"; + code += extra_tab + " float vel_mag = length(VELOCITY);\n"; + code += extra_tab + " float vel_infl = clamp(mix(turbulence_influence_min, turbulence_influence_max, rand_from_seed(alt_seed)) * turbulence_influence, 0.0, 1.0);\n"; + code += extra_tab + " VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n"; + if (collision_enabled) { + code += " }"; + } + } + code += " \n"; code += " // orbit velocity\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " float orbit_amount = tex_orbit_velocity * mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed));\n"; @@ -595,9 +720,6 @@ void ParticlesMaterial::_update_shader() { code += " }\n"; } - if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) { - code += " VELOCITY = normalize(VELOCITY) * tex_linear_velocity;\n"; - } code += " float dmp = mix(damping_min, damping_max, rand_from_seed(alt_seed));\n"; code += " if (dmp * tex_damping > 0.0) {\n"; code += " float v = length(VELOCITY);\n"; @@ -701,24 +823,34 @@ void ParticlesMaterial::_update_shader() { code += " TRANSFORM[3] = origin;\n"; } } - //scale by scale + + if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { + code += " TRANSFORM[3].z = 0.0;\n"; + } + + if (collision_enabled) { + code += " if (COLLIDED) {\n"; + code += " if (length(VELOCITY) > 3.0) {\n"; + code += " TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n"; + code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n"; + code += " VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0));\n"; + code += " } else {\n"; + code += " VELOCITY = vec3(0.0);\n"; + // If turbulence is enabled, set the noise direction to up so the turbulence color is "neutral" + if (turbulence_active) { + code += " noise_direction = vec3(1.0, 0.0, 0.0);\n"; + } + code += " }\n"; + code += " }\n"; + } + + // scale by scale code += " float base_scale = mix(scale_min, scale_max, scale_rand);\n"; code += " base_scale = sign(base_scale) * max(abs(base_scale), 0.001);\n"; - code += " TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001);\n"; code += " TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n"; code += " TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n"; - if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { - code += " VELOCITY.z = 0.0;\n"; - code += " TRANSFORM[3].z = 0.0;\n"; - } - if (collision_enabled) { - code += " if (COLLIDED) {\n"; - code += " TRANSFORM[3].xyz+=COLLISION_NORMAL * COLLISION_DEPTH;\n"; - code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n"; - code += " VELOCITY = mix(VELOCITY,vec3(0.0),collision_friction * DELTA * 100.0);\n"; - code += " }\n"; - } + if (sub_emitter_mode != SUB_EMITTER_DISABLED) { code += " int emit_count = 0;\n"; switch (sub_emitter_mode) { @@ -856,6 +988,15 @@ void ParticlesMaterial::set_param_min(Parameter p_param, float p_value) { case PARAM_ANIM_OFFSET: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_min, p_value); } break; + case PARAM_TURB_VEL_INFLUENCE: { + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_influence_min, p_value); + } break; + case PARAM_TURB_INIT_DISPLACEMENT: { + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_initial_displacement_min, p_value); + } break; + case PARAM_TURB_INFLUENCE_OVER_LIFE: { + // Can't happen, but silences warning + } break; case PARAM_MAX: break; // Can't happen, but silences warning } @@ -912,6 +1053,15 @@ void ParticlesMaterial::set_param_max(Parameter p_param, float p_value) { case PARAM_ANIM_OFFSET: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_max, p_value); } break; + case PARAM_TURB_VEL_INFLUENCE: { + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_influence_max, p_value); + } break; + case PARAM_TURB_INIT_DISPLACEMENT: { + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_initial_displacement_max, p_value); + } break; + case PARAM_TURB_INFLUENCE_OVER_LIFE: { + // Can't happen, but silences warning + } break; case PARAM_MAX: break; // Can't happen, but silences warning } @@ -986,6 +1136,16 @@ void ParticlesMaterial::set_param_texture(Parameter p_param, const Refmaterial_set_param(_get_material(), shader_names->anim_offset_texture, tex_rid); } break; + case PARAM_TURB_INFLUENCE_OVER_LIFE: { + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_influence_over_life, tex_rid); + _adjust_curve_range(p_texture, 0, 1); + } break; + case PARAM_TURB_VEL_INFLUENCE: { + // Can't happen, but silences warning + } break; + case PARAM_TURB_INIT_DISPLACEMENT: { + // Can't happen, but silences warning + } break; case PARAM_MAX: break; // Can't happen, but silences warning } @@ -1151,6 +1311,54 @@ real_t ParticlesMaterial::get_emission_ring_inner_radius() const { return emission_ring_inner_radius; } +void ParticlesMaterial::set_turbulence_active(const bool p_turbulence_active) { + turbulence_active = p_turbulence_active; + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_active, turbulence_active); + _queue_shader_change(); + notify_property_list_changed(); +} + +bool ParticlesMaterial::get_turbulence_active() const { + return turbulence_active; +} + +void ParticlesMaterial::set_turbulence_noise_strength(float p_turbulence_noise_strength) { + turbulence_noise_strength = p_turbulence_noise_strength; + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_strength, p_turbulence_noise_strength); +} + +float ParticlesMaterial::get_turbulence_noise_strength() const { + return turbulence_noise_strength; +} + +void ParticlesMaterial::set_turbulence_noise_scale(float p_turbulence_noise_scale) { + turbulence_noise_scale = p_turbulence_noise_scale; + float shader_turbulence_noise_scale = (pow(p_turbulence_noise_scale, 0.25) * 5.6234 / 10.0) * 4.0 - 3.0; + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_scale, shader_turbulence_noise_scale); +} + +float ParticlesMaterial::get_turbulence_noise_scale() const { + return turbulence_noise_scale; +} + +void ParticlesMaterial::set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random) { + turbulence_noise_speed_random = p_turbulence_noise_speed_random; + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed_random, p_turbulence_noise_speed_random); +} + +float ParticlesMaterial::get_turbulence_noise_speed_random() const { + return turbulence_noise_speed_random; +} + +void ParticlesMaterial::set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed) { + turbulence_noise_speed = p_turbulence_noise_speed; + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed, turbulence_noise_speed); +} + +Vector3 ParticlesMaterial::get_turbulence_noise_speed() const { + return turbulence_noise_speed; +} + void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) { gravity = p_gravity; Vector3 gset = gravity; @@ -1214,6 +1422,20 @@ void ParticlesMaterial::_validate_property(PropertyInfo &property) const { if (property.name.begins_with("orbit_") && !particle_flags[PARTICLE_FLAG_DISABLE_Z]) { property.usage = PROPERTY_USAGE_NONE; } + + if (!turbulence_active) { + if (property.name == "turbulence_noise_strength" || + property.name == "turbulence_noise_scale" || + property.name == "turbulence_noise_speed" || + property.name == "turbulence_noise_speed_random" || + property.name == "turbulence_influence_over_life" || + property.name == "turbulence_influence_min" || + property.name == "turbulence_influence_max" || + property.name == "turbulence_initial_displacement_min" || + property.name == "turbulence_initial_displacement_max") { + property.usage = PROPERTY_USAGE_NONE; + } + } } void ParticlesMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) { @@ -1365,6 +1587,21 @@ void ParticlesMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "inner_radius"), &ParticlesMaterial::set_emission_ring_inner_radius); ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &ParticlesMaterial::get_emission_ring_inner_radius); + ClassDB::bind_method(D_METHOD("get_turbulence_active"), &ParticlesMaterial::get_turbulence_active); + ClassDB::bind_method(D_METHOD("set_turbulence_active", "turbulence_active"), &ParticlesMaterial::set_turbulence_active); + + ClassDB::bind_method(D_METHOD("get_turbulence_noise_strength"), &ParticlesMaterial::get_turbulence_noise_strength); + ClassDB::bind_method(D_METHOD("set_turbulence_noise_strength", "turbulence_noise_strength"), &ParticlesMaterial::set_turbulence_noise_strength); + + ClassDB::bind_method(D_METHOD("get_turbulence_noise_scale"), &ParticlesMaterial::get_turbulence_noise_scale); + ClassDB::bind_method(D_METHOD("set_turbulence_noise_scale", "turbulence_noise_scale"), &ParticlesMaterial::set_turbulence_noise_scale); + + ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed_random"), &ParticlesMaterial::get_turbulence_noise_speed_random); + ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed_random", "turbulence_noise_speed_random"), &ParticlesMaterial::set_turbulence_noise_speed_random); + + ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed"), &ParticlesMaterial::get_turbulence_noise_speed); + ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed", "turbulence_noise_speed"), &ParticlesMaterial::set_turbulence_noise_speed); + ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity); ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity); @@ -1467,6 +1704,19 @@ void ParticlesMaterial::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_min", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_min", "get_param_min", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_max", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_max", "get_param_max", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION); + + ADD_GROUP("Turbulence", "turbulence_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "turbulence_active"), "set_turbulence_active", "get_turbulence_active"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbulence_noise_strength", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_turbulence_noise_strength", "get_turbulence_noise_strength"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbulence_noise_scale", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_turbulence_noise_scale", "get_turbulence_noise_scale"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "turbulence_noise_speed"), "set_turbulence_noise_speed", "get_turbulence_noise_speed"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbulence_noise_speed_random", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_turbulence_noise_speed_random", "get_turbulence_noise_speed_random"); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "turbulence_influence_min", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_min", "get_param_min", PARAM_TURB_VEL_INFLUENCE); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "turbulence_influence_max", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_max", "get_param_max", PARAM_TURB_VEL_INFLUENCE); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "turbulence_initial_displacement_min", PROPERTY_HINT_RANGE, "-100,100,0.1"), "set_param_min", "get_param_min", PARAM_TURB_INIT_DISPLACEMENT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "turbulence_initial_displacement_max", PROPERTY_HINT_RANGE, "-100,100,0.1"), "set_param_max", "get_param_max", PARAM_TURB_INIT_DISPLACEMENT); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "turbulence_influence_over_life", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TURB_INFLUENCE_OVER_LIFE); + ADD_GROUP("Animation", "anim_"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_min", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANIM_SPEED); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_max", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ANIM_SPEED); @@ -1517,6 +1767,10 @@ void ParticlesMaterial::_bind_methods() { BIND_ENUM_CONSTANT(EMISSION_SHAPE_RING); BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX); + BIND_ENUM_CONSTANT(PARAM_TURB_VEL_INFLUENCE); + BIND_ENUM_CONSTANT(PARAM_TURB_INIT_DISPLACEMENT); + BIND_ENUM_CONSTANT(PARAM_TURB_INFLUENCE_OVER_LIFE); + BIND_ENUM_CONSTANT(SUB_EMITTER_DISABLED); BIND_ENUM_CONSTANT(SUB_EMITTER_CONSTANT); BIND_ENUM_CONSTANT(SUB_EMITTER_AT_END); @@ -1560,6 +1814,17 @@ ParticlesMaterial::ParticlesMaterial() : set_emission_ring_height(1); set_emission_ring_radius(1); set_emission_ring_inner_radius(0); + + set_turbulence_active(false); + set_turbulence_noise_speed(Vector3(0.5, 0.5, 0.5)); + set_turbulence_noise_strength(1); + set_turbulence_noise_scale(9); + set_turbulence_noise_speed_random(0); + set_param_min(PARAM_TURB_VEL_INFLUENCE, 0.1); + set_param_max(PARAM_TURB_VEL_INFLUENCE, 0.1); + set_param_min(PARAM_TURB_INIT_DISPLACEMENT, 0.0); + set_param_max(PARAM_TURB_INIT_DISPLACEMENT, 0.0); + set_gravity(Vector3(0, -9.8, 0)); set_lifetime_randomness(0); diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h index af45593f38e..18ab60a4316 100644 --- a/scene/resources/particles_material.h +++ b/scene/resources/particles_material.h @@ -58,6 +58,9 @@ public: PARAM_HUE_VARIATION, PARAM_ANIM_SPEED, PARAM_ANIM_OFFSET, + PARAM_TURB_INFLUENCE_OVER_LIFE, + PARAM_TURB_VEL_INFLUENCE, + PARAM_TURB_INIT_DISPLACEMENT, PARAM_MAX }; @@ -105,9 +108,10 @@ private: uint32_t attractor_enabled : 1; uint32_t collision_enabled : 1; uint32_t collision_scale : 1; + uint32_t turbulence_active : 1; }; - uint32_t key = 0; + uint64_t key = 0; static uint32_t hash(const MaterialKey &p_key) { return hash_murmur3_one_32(p_key.key); @@ -152,6 +156,7 @@ private: mk.collision_enabled = collision_enabled; mk.attractor_enabled = attractor_interaction_enabled; mk.collision_scale = collision_scale; + mk.turbulence_active = turbulence_active; return mk; } @@ -216,6 +221,17 @@ private: StringName emission_ring_radius; StringName emission_ring_inner_radius; + StringName turbulence_active; + StringName turbulence_noise_strength; + StringName turbulence_noise_scale; + StringName turbulence_noise_speed; + StringName turbulence_noise_speed_random; + StringName turbulence_influence_over_life; + StringName turbulence_influence_min; + StringName turbulence_influence_max; + StringName turbulence_initial_displacement_min; + StringName turbulence_initial_displacement_max; + StringName gravity; StringName lifetime_randomness; @@ -243,6 +259,7 @@ private: float params_min[PARAM_MAX]; float params_max[PARAM_MAX]; + float params[PARAM_MAX]; Ref tex_parameters[PARAM_MAX]; Color color; @@ -265,6 +282,13 @@ private: bool anim_loop = false; + bool turbulence_active; + Vector3 turbulence_noise_speed; + Ref turbulence_color_ramp; + float turbulence_noise_strength = 0.0f; + float turbulence_noise_scale = 0.0f; + float turbulence_noise_speed_random = 0.0f; + Vector3 gravity; double lifetime_randomness = 0.0; @@ -340,6 +364,18 @@ public: real_t get_emission_ring_inner_radius() const; int get_emission_point_count() const; + void set_turbulence_active(bool p_turbulence_active); + void set_turbulence_noise_strength(float p_turbulence_noise_strength); + void set_turbulence_noise_scale(float p_turbulence_noise_scale); + void set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random); + void set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed); + + bool get_turbulence_active() const; + float get_turbulence_noise_strength() const; + float get_turbulence_noise_scale() const; + float get_turbulence_noise_speed_random() const; + Vector3 get_turbulence_noise_speed() const; + void set_gravity(const Vector3 &p_gravity); Vector3 get_gravity() const;