godot/servers/visual/particle_system_sw.h

133 lines
4.0 KiB
C++

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