133 lines
4.0 KiB
C++
133 lines
4.0 KiB
C++
/*************************************************************************/
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/* particle_system_sw.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 PARTICLE_SYSTEM_SW_H
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#define PARTICLE_SYSTEM_SW_H
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#include "servers/visual_server.h"
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struct ParticleSystemSW {
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enum {
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MAX_PARTICLES = 1024
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};
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float particle_vars[VS::PARTICLE_VAR_MAX];
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float particle_randomness[VS::PARTICLE_VAR_MAX];
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Vector3 emission_half_extents;
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DVector<Vector3> emission_points;
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Vector3 gravity_normal;
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Vector3 emission_base_velocity;
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int amount;
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bool emitting;
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bool height_from_velocity;
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AABB visibility_aabb;
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bool sort;
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bool local_coordinates;
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struct ColorPhase {
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float pos;
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Color color;
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ColorPhase() {
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pos = 1.0;
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color = Color(0.0, 0.0, 1.0, 1.0);
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}
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};
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int color_phase_count;
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ColorPhase color_phases[VS::MAX_PARTICLE_COLOR_PHASES];
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struct Attractor {
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Vector3 pos;
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float force;
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};
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int attractor_count;
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Attractor attractors[VS::MAX_PARTICLE_ATTRACTORS];
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ParticleSystemSW();
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~ParticleSystemSW();
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};
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struct ParticleSystemProcessSW {
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enum {
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PARTICLE_RANDOM_NUMBERS = 8,
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};
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struct ParticleData {
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Vector3 pos;
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Vector3 vel;
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float rot;
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bool active;
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float random[PARTICLE_RANDOM_NUMBERS];
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ParticleData() {
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active = 0;
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rot = 0;
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}
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};
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bool valid;
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float particle_system_time;
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uint32_t rand_seed;
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Vector<ParticleData> particle_data;
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void process(const ParticleSystemSW *p_system, const Transform &p_transform, float p_time);
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ParticleSystemProcessSW();
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};
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struct ParticleSystemDrawInfoSW {
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struct ParticleDrawInfo {
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const ParticleSystemProcessSW::ParticleData *data;
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float d;
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Transform transform;
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Color color;
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};
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ParticleDrawInfo draw_info[ParticleSystemSW::MAX_PARTICLES];
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ParticleDrawInfo *draw_info_order[ParticleSystemSW::MAX_PARTICLES];
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void prepare(const ParticleSystemSW *p_system, const ParticleSystemProcessSW *p_process, const Transform &p_system_transform, const Transform &p_camera_transform);
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};
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#endif
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