756 lines
29 KiB
C++
756 lines
29 KiB
C++
/**************************************************************************/
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/* gpu_particles_2d.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "gpu_particles_2d.h"
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#include "core/core_string_names.h"
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#include "scene/resources/particle_process_material.h"
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#include "scene/scene_string_names.h"
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#ifdef TOOLS_ENABLED
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#include "core/config/engine.h"
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#endif
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void GPUParticles2D::set_emitting(bool p_emitting) {
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// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
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if (p_emitting && one_shot) {
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if (!active && !emitting) {
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// Last cycle ended.
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active = true;
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time = 0;
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signal_cancled = false;
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emission_time = lifetime;
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active_time = lifetime * (2 - explosiveness_ratio);
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} else {
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signal_cancled = true;
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}
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set_process_internal(true);
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} else if (!p_emitting) {
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if (one_shot) {
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set_process_internal(true);
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} else {
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set_process_internal(false);
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}
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}
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emitting = p_emitting;
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RS::get_singleton()->particles_set_emitting(particles, p_emitting);
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}
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void GPUParticles2D::set_amount(int p_amount) {
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ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
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amount = p_amount;
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RS::get_singleton()->particles_set_amount(particles, amount);
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}
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void GPUParticles2D::set_lifetime(double p_lifetime) {
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ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
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lifetime = p_lifetime;
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RS::get_singleton()->particles_set_lifetime(particles, lifetime);
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}
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void GPUParticles2D::set_one_shot(bool p_enable) {
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one_shot = p_enable;
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RS::get_singleton()->particles_set_one_shot(particles, one_shot);
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if (is_emitting()) {
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set_process_internal(true);
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if (!one_shot) {
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RenderingServer::get_singleton()->particles_restart(particles);
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}
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}
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if (!one_shot) {
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set_process_internal(false);
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}
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}
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void GPUParticles2D::set_pre_process_time(double p_time) {
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pre_process_time = p_time;
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RS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
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}
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void GPUParticles2D::set_explosiveness_ratio(real_t p_ratio) {
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explosiveness_ratio = p_ratio;
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RS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
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}
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void GPUParticles2D::set_randomness_ratio(real_t p_ratio) {
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randomness_ratio = p_ratio;
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RS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
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}
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void GPUParticles2D::set_visibility_rect(const Rect2 &p_visibility_rect) {
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visibility_rect = p_visibility_rect;
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AABB aabb;
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aabb.position.x = p_visibility_rect.position.x;
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aabb.position.y = p_visibility_rect.position.y;
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aabb.size.x = p_visibility_rect.size.x;
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aabb.size.y = p_visibility_rect.size.y;
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RS::get_singleton()->particles_set_custom_aabb(particles, aabb);
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queue_redraw();
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}
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void GPUParticles2D::set_use_local_coordinates(bool p_enable) {
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local_coords = p_enable;
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RS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
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set_notify_transform(!p_enable);
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if (!p_enable && is_inside_tree()) {
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_update_particle_emission_transform();
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}
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}
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void GPUParticles2D::_update_particle_emission_transform() {
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Transform2D xf2d = get_global_transform();
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Transform3D xf;
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xf.basis.set_column(0, Vector3(xf2d.columns[0].x, xf2d.columns[0].y, 0));
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xf.basis.set_column(1, Vector3(xf2d.columns[1].x, xf2d.columns[1].y, 0));
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xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0));
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RS::get_singleton()->particles_set_emission_transform(particles, xf);
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}
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void GPUParticles2D::set_process_material(const Ref<Material> &p_material) {
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process_material = p_material;
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Ref<ParticleProcessMaterial> pm = p_material;
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if (pm.is_valid() && !pm->get_particle_flag(ParticleProcessMaterial::PARTICLE_FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) {
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// Likely a new (3D) material, modify it to match 2D space
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pm->set_particle_flag(ParticleProcessMaterial::PARTICLE_FLAG_DISABLE_Z, true);
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pm->set_gravity(Vector3(0, 98, 0));
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}
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RID material_rid;
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if (process_material.is_valid()) {
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material_rid = process_material->get_rid();
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}
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RS::get_singleton()->particles_set_process_material(particles, material_rid);
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update_configuration_warnings();
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}
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void GPUParticles2D::set_trail_enabled(bool p_enabled) {
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trail_enabled = p_enabled;
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RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_lifetime);
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queue_redraw();
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update_configuration_warnings();
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RS::get_singleton()->particles_set_transform_align(particles, p_enabled ? RS::PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY : RS::PARTICLES_TRANSFORM_ALIGN_DISABLED);
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}
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void GPUParticles2D::set_trail_lifetime(double p_seconds) {
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ERR_FAIL_COND(p_seconds < 0.01);
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trail_lifetime = p_seconds;
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RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_lifetime);
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queue_redraw();
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}
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void GPUParticles2D::set_trail_sections(int p_sections) {
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ERR_FAIL_COND(p_sections < 2);
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ERR_FAIL_COND(p_sections > 128);
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trail_sections = p_sections;
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queue_redraw();
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}
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void GPUParticles2D::set_trail_section_subdivisions(int p_subdivisions) {
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ERR_FAIL_COND(p_subdivisions < 1);
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ERR_FAIL_COND(p_subdivisions > 1024);
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trail_section_subdivisions = p_subdivisions;
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queue_redraw();
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}
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#ifdef TOOLS_ENABLED
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void GPUParticles2D::set_show_visibility_rect(bool p_show_visibility_rect) {
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show_visibility_rect = p_show_visibility_rect;
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queue_redraw();
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}
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#endif
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bool GPUParticles2D::is_trail_enabled() const {
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return trail_enabled;
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}
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double GPUParticles2D::get_trail_lifetime() const {
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return trail_lifetime;
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}
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void GPUParticles2D::_update_collision_size() {
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real_t csize = collision_base_size;
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if (texture.is_valid()) {
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csize *= (texture->get_width() + texture->get_height()) / 4.0; //half size since its a radius
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}
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RS::get_singleton()->particles_set_collision_base_size(particles, csize);
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}
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void GPUParticles2D::set_collision_base_size(real_t p_size) {
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collision_base_size = p_size;
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_update_collision_size();
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}
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real_t GPUParticles2D::get_collision_base_size() const {
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return collision_base_size;
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}
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void GPUParticles2D::set_speed_scale(double p_scale) {
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speed_scale = p_scale;
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RS::get_singleton()->particles_set_speed_scale(particles, p_scale);
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}
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bool GPUParticles2D::is_emitting() const {
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return emitting;
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}
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int GPUParticles2D::get_amount() const {
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return amount;
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}
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double GPUParticles2D::get_lifetime() const {
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return lifetime;
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}
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int GPUParticles2D::get_trail_sections() const {
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return trail_sections;
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}
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int GPUParticles2D::get_trail_section_subdivisions() const {
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return trail_section_subdivisions;
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}
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bool GPUParticles2D::get_one_shot() const {
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return one_shot;
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}
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double GPUParticles2D::get_pre_process_time() const {
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return pre_process_time;
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}
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real_t GPUParticles2D::get_explosiveness_ratio() const {
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return explosiveness_ratio;
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}
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real_t GPUParticles2D::get_randomness_ratio() const {
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return randomness_ratio;
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}
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Rect2 GPUParticles2D::get_visibility_rect() const {
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return visibility_rect;
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}
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bool GPUParticles2D::get_use_local_coordinates() const {
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return local_coords;
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}
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Ref<Material> GPUParticles2D::get_process_material() const {
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return process_material;
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}
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double GPUParticles2D::get_speed_scale() const {
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return speed_scale;
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}
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void GPUParticles2D::set_draw_order(DrawOrder p_order) {
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draw_order = p_order;
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RS::get_singleton()->particles_set_draw_order(particles, RS::ParticlesDrawOrder(p_order));
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}
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GPUParticles2D::DrawOrder GPUParticles2D::get_draw_order() const {
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return draw_order;
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}
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void GPUParticles2D::set_fixed_fps(int p_count) {
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fixed_fps = p_count;
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RS::get_singleton()->particles_set_fixed_fps(particles, p_count);
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}
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int GPUParticles2D::get_fixed_fps() const {
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return fixed_fps;
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}
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void GPUParticles2D::set_fractional_delta(bool p_enable) {
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fractional_delta = p_enable;
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RS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
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}
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bool GPUParticles2D::get_fractional_delta() const {
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return fractional_delta;
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}
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void GPUParticles2D::set_interpolate(bool p_enable) {
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interpolate = p_enable;
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RS::get_singleton()->particles_set_interpolate(particles, p_enable);
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}
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bool GPUParticles2D::get_interpolate() const {
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return interpolate;
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}
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PackedStringArray GPUParticles2D::get_configuration_warnings() const {
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PackedStringArray warnings = Node2D::get_configuration_warnings();
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if (process_material.is_null()) {
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warnings.push_back(RTR("A material to process the particles is not assigned, so no behavior is imprinted."));
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} else {
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CanvasItemMaterial *mat = Object::cast_to<CanvasItemMaterial>(get_material().ptr());
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if (get_material().is_null() || (mat && !mat->get_particles_animation())) {
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const ParticleProcessMaterial *process = Object::cast_to<ParticleProcessMaterial>(process_material.ptr());
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if (process &&
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(process->get_param_max(ParticleProcessMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param_max(ParticleProcessMaterial::PARAM_ANIM_OFFSET) != 0.0 ||
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process->get_param_texture(ParticleProcessMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticleProcessMaterial::PARAM_ANIM_OFFSET).is_valid())) {
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warnings.push_back(RTR("Particles2D animation requires the usage of a CanvasItemMaterial with \"Particles Animation\" enabled."));
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}
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}
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}
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if (trail_enabled && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
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warnings.push_back(RTR("Particle trails are only available when using the Forward+ or Mobile rendering backends."));
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}
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if (sub_emitter != NodePath() && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
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warnings.push_back(RTR("Particle sub-emitters are not available when using the GL Compatibility rendering backend."));
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}
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return warnings;
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}
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Rect2 GPUParticles2D::capture_rect() const {
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AABB aabb = RS::get_singleton()->particles_get_current_aabb(particles);
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Rect2 r;
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r.position.x = aabb.position.x;
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r.position.y = aabb.position.y;
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r.size.x = aabb.size.x;
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r.size.y = aabb.size.y;
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return r;
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}
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void GPUParticles2D::set_texture(const Ref<Texture2D> &p_texture) {
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if (texture.is_valid()) {
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texture->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GPUParticles2D::_texture_changed));
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}
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texture = p_texture;
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if (texture.is_valid()) {
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texture->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GPUParticles2D::_texture_changed));
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}
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_update_collision_size();
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queue_redraw();
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}
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Ref<Texture2D> GPUParticles2D::get_texture() const {
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return texture;
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}
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void GPUParticles2D::_validate_property(PropertyInfo &p_property) const {
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}
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void GPUParticles2D::emit_particle(const Transform2D &p_transform2d, const Vector2 &p_velocity2d, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
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Transform3D emit_transform;
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emit_transform.basis.set_column(0, Vector3(p_transform2d.columns[0].x, p_transform2d.columns[0].y, 0));
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emit_transform.basis.set_column(1, Vector3(p_transform2d.columns[1].x, p_transform2d.columns[1].y, 0));
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emit_transform.set_origin(Vector3(p_transform2d.get_origin().x, p_transform2d.get_origin().y, 0));
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Vector3 velocity = Vector3(p_velocity2d.x, p_velocity2d.y, 0);
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RS::get_singleton()->particles_emit(particles, emit_transform, velocity, p_color, p_custom, p_emit_flags);
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}
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void GPUParticles2D::_attach_sub_emitter() {
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Node *n = get_node_or_null(sub_emitter);
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if (n) {
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GPUParticles2D *sen = Object::cast_to<GPUParticles2D>(n);
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if (sen && sen != this) {
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RS::get_singleton()->particles_set_subemitter(particles, sen->particles);
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}
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}
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}
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void GPUParticles2D::_texture_changed() {
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// Changes to the texture need to trigger an update to make
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// the editor redraw the sprite with the updated texture.
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if (texture.is_valid()) {
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queue_redraw();
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}
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}
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void GPUParticles2D::set_sub_emitter(const NodePath &p_path) {
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if (is_inside_tree()) {
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RS::get_singleton()->particles_set_subemitter(particles, RID());
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}
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sub_emitter = p_path;
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if (is_inside_tree() && sub_emitter != NodePath()) {
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_attach_sub_emitter();
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}
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update_configuration_warnings();
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}
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NodePath GPUParticles2D::get_sub_emitter() const {
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return sub_emitter;
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}
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void GPUParticles2D::restart() {
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RS::get_singleton()->particles_restart(particles);
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RS::get_singleton()->particles_set_emitting(particles, true);
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emitting = true;
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active = true;
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signal_cancled = false;
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time = 0;
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emission_time = lifetime;
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active_time = lifetime * (2 - explosiveness_ratio);
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if (one_shot) {
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set_process_internal(true);
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}
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}
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void GPUParticles2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_DRAW: {
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RID texture_rid;
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Size2 size;
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if (texture.is_valid()) {
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texture_rid = texture->get_rid();
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size = texture->get_size();
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} else {
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size = Size2(1, 1);
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}
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if (trail_enabled) {
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RS::get_singleton()->mesh_clear(mesh);
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PackedVector2Array points;
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PackedVector2Array uvs;
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PackedInt32Array bone_indices;
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PackedFloat32Array bone_weights;
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PackedInt32Array indices;
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int total_segments = trail_sections * trail_section_subdivisions;
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real_t depth = size.height * trail_sections;
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for (int j = 0; j <= total_segments; j++) {
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real_t v = j;
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v /= total_segments;
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real_t y = depth * v;
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y = (depth * 0.5) - y;
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int bone = j / trail_section_subdivisions;
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real_t blend = 1.0 - real_t(j % trail_section_subdivisions) / real_t(trail_section_subdivisions);
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real_t s = size.width;
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points.push_back(Vector2(-s * 0.5, 0));
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points.push_back(Vector2(+s * 0.5, 0));
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uvs.push_back(Vector2(0, v));
|
|
uvs.push_back(Vector2(1, v));
|
|
|
|
for (int i = 0; i < 2; i++) {
|
|
bone_indices.push_back(bone);
|
|
bone_indices.push_back(MIN(trail_sections, bone + 1));
|
|
bone_indices.push_back(0);
|
|
bone_indices.push_back(0);
|
|
|
|
bone_weights.push_back(blend);
|
|
bone_weights.push_back(1.0 - blend);
|
|
bone_weights.push_back(0);
|
|
bone_weights.push_back(0);
|
|
}
|
|
|
|
if (j > 0) {
|
|
int base = j * 2 - 2;
|
|
indices.push_back(base + 0);
|
|
indices.push_back(base + 1);
|
|
indices.push_back(base + 2);
|
|
|
|
indices.push_back(base + 1);
|
|
indices.push_back(base + 3);
|
|
indices.push_back(base + 2);
|
|
}
|
|
}
|
|
|
|
Array arr;
|
|
arr.resize(RS::ARRAY_MAX);
|
|
arr[RS::ARRAY_VERTEX] = points;
|
|
arr[RS::ARRAY_TEX_UV] = uvs;
|
|
arr[RS::ARRAY_BONES] = bone_indices;
|
|
arr[RS::ARRAY_WEIGHTS] = bone_weights;
|
|
arr[RS::ARRAY_INDEX] = indices;
|
|
|
|
RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
|
|
|
|
Vector<Transform3D> xforms;
|
|
for (int i = 0; i <= trail_sections; i++) {
|
|
Transform3D xform;
|
|
/*
|
|
xform.origin.y = depth / 2.0 - size.height * real_t(i);
|
|
xform.origin.y = -xform.origin.y; //bind is an inverse transform, so negate y */
|
|
xforms.push_back(xform);
|
|
}
|
|
|
|
RS::get_singleton()->particles_set_trail_bind_poses(particles, xforms);
|
|
|
|
} else {
|
|
RS::get_singleton()->mesh_clear(mesh);
|
|
|
|
Vector<Vector2> points = {
|
|
Vector2(-size.x / 2.0, -size.y / 2.0),
|
|
Vector2(size.x / 2.0, -size.y / 2.0),
|
|
Vector2(size.x / 2.0, size.y / 2.0),
|
|
Vector2(-size.x / 2.0, size.y / 2.0)
|
|
};
|
|
|
|
Vector<Vector2> uvs;
|
|
AtlasTexture *atlas_texure = Object::cast_to<AtlasTexture>(*texture);
|
|
if (atlas_texure && atlas_texure->get_atlas().is_valid()) {
|
|
Rect2 region_rect = atlas_texure->get_region();
|
|
Size2 atlas_size = atlas_texure->get_atlas()->get_size();
|
|
uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, region_rect.position.y / atlas_size.y));
|
|
uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, region_rect.position.y / atlas_size.y));
|
|
uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
|
|
uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
|
|
} else {
|
|
uvs.push_back(Vector2(0, 0));
|
|
uvs.push_back(Vector2(1, 0));
|
|
uvs.push_back(Vector2(1, 1));
|
|
uvs.push_back(Vector2(0, 1));
|
|
}
|
|
|
|
Vector<int> indices = { 0, 1, 2, 0, 2, 3 };
|
|
|
|
Array arr;
|
|
arr.resize(RS::ARRAY_MAX);
|
|
arr[RS::ARRAY_VERTEX] = points;
|
|
arr[RS::ARRAY_TEX_UV] = uvs;
|
|
arr[RS::ARRAY_INDEX] = indices;
|
|
|
|
RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
|
|
RS::get_singleton()->particles_set_trail_bind_poses(particles, Vector<Transform3D>());
|
|
}
|
|
RS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid);
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
if (show_visibility_rect) {
|
|
draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false);
|
|
}
|
|
#endif
|
|
} break;
|
|
|
|
case NOTIFICATION_ENTER_TREE: {
|
|
if (sub_emitter != NodePath()) {
|
|
_attach_sub_emitter();
|
|
}
|
|
if (can_process()) {
|
|
RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
|
|
} else {
|
|
RS::get_singleton()->particles_set_speed_scale(particles, 0);
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_EXIT_TREE: {
|
|
RS::get_singleton()->particles_set_subemitter(particles, RID());
|
|
} break;
|
|
|
|
case NOTIFICATION_PAUSED:
|
|
case NOTIFICATION_UNPAUSED: {
|
|
if (is_inside_tree()) {
|
|
if (can_process()) {
|
|
RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
|
|
} else {
|
|
RS::get_singleton()->particles_set_speed_scale(particles, 0);
|
|
}
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_TRANSFORM_CHANGED: {
|
|
_update_particle_emission_transform();
|
|
} break;
|
|
|
|
case NOTIFICATION_INTERNAL_PROCESS: {
|
|
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_cancled) {
|
|
emit_signal(SceneStringNames::get_singleton()->finished);
|
|
}
|
|
active = false;
|
|
if (!emitting) {
|
|
set_process_internal(false);
|
|
}
|
|
}
|
|
}
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void GPUParticles2D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &GPUParticles2D::set_emitting);
|
|
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &GPUParticles2D::set_amount);
|
|
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &GPUParticles2D::set_lifetime);
|
|
ClassDB::bind_method(D_METHOD("set_one_shot", "secs"), &GPUParticles2D::set_one_shot);
|
|
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &GPUParticles2D::set_pre_process_time);
|
|
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &GPUParticles2D::set_explosiveness_ratio);
|
|
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &GPUParticles2D::set_randomness_ratio);
|
|
ClassDB::bind_method(D_METHOD("set_visibility_rect", "visibility_rect"), &GPUParticles2D::set_visibility_rect);
|
|
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &GPUParticles2D::set_use_local_coordinates);
|
|
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &GPUParticles2D::set_fixed_fps);
|
|
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &GPUParticles2D::set_fractional_delta);
|
|
ClassDB::bind_method(D_METHOD("set_interpolate", "enable"), &GPUParticles2D::set_interpolate);
|
|
ClassDB::bind_method(D_METHOD("set_process_material", "material"), &GPUParticles2D::set_process_material);
|
|
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &GPUParticles2D::set_speed_scale);
|
|
ClassDB::bind_method(D_METHOD("set_collision_base_size", "size"), &GPUParticles2D::set_collision_base_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("is_emitting"), &GPUParticles2D::is_emitting);
|
|
ClassDB::bind_method(D_METHOD("get_amount"), &GPUParticles2D::get_amount);
|
|
ClassDB::bind_method(D_METHOD("get_lifetime"), &GPUParticles2D::get_lifetime);
|
|
ClassDB::bind_method(D_METHOD("get_one_shot"), &GPUParticles2D::get_one_shot);
|
|
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &GPUParticles2D::get_pre_process_time);
|
|
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &GPUParticles2D::get_explosiveness_ratio);
|
|
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &GPUParticles2D::get_randomness_ratio);
|
|
ClassDB::bind_method(D_METHOD("get_visibility_rect"), &GPUParticles2D::get_visibility_rect);
|
|
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &GPUParticles2D::get_use_local_coordinates);
|
|
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &GPUParticles2D::get_fixed_fps);
|
|
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &GPUParticles2D::get_fractional_delta);
|
|
ClassDB::bind_method(D_METHOD("get_interpolate"), &GPUParticles2D::get_interpolate);
|
|
ClassDB::bind_method(D_METHOD("get_process_material"), &GPUParticles2D::get_process_material);
|
|
ClassDB::bind_method(D_METHOD("get_speed_scale"), &GPUParticles2D::get_speed_scale);
|
|
ClassDB::bind_method(D_METHOD("get_collision_base_size"), &GPUParticles2D::get_collision_base_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &GPUParticles2D::set_draw_order);
|
|
ClassDB::bind_method(D_METHOD("get_draw_order"), &GPUParticles2D::get_draw_order);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticles2D::set_texture);
|
|
ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticles2D::get_texture);
|
|
|
|
ClassDB::bind_method(D_METHOD("capture_rect"), &GPUParticles2D::capture_rect);
|
|
|
|
ClassDB::bind_method(D_METHOD("restart"), &GPUParticles2D::restart);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sub_emitter", "path"), &GPUParticles2D::set_sub_emitter);
|
|
ClassDB::bind_method(D_METHOD("get_sub_emitter"), &GPUParticles2D::get_sub_emitter);
|
|
|
|
ClassDB::bind_method(D_METHOD("emit_particle", "xform", "velocity", "color", "custom", "flags"), &GPUParticles2D::emit_particle);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_trail_enabled", "enabled"), &GPUParticles2D::set_trail_enabled);
|
|
ClassDB::bind_method(D_METHOD("set_trail_lifetime", "secs"), &GPUParticles2D::set_trail_lifetime);
|
|
|
|
ClassDB::bind_method(D_METHOD("is_trail_enabled"), &GPUParticles2D::is_trail_enabled);
|
|
ClassDB::bind_method(D_METHOD("get_trail_lifetime"), &GPUParticles2D::get_trail_lifetime);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_trail_sections", "sections"), &GPUParticles2D::set_trail_sections);
|
|
ClassDB::bind_method(D_METHOD("get_trail_sections"), &GPUParticles2D::get_trail_sections);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_trail_section_subdivisions", "subdivisions"), &GPUParticles2D::set_trail_section_subdivisions);
|
|
ClassDB::bind_method(D_METHOD("get_trail_section_subdivisions"), &GPUParticles2D::get_trail_section_subdivisions);
|
|
|
|
ADD_SIGNAL(MethodInfo("finished"));
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
|
|
ADD_PROPERTY_DEFAULT("emitting", true); // Workaround for doctool in headless mode, as dummy rasterizer always returns false.
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "sub_emitter", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GPUParticles2D"), "set_sub_emitter", "get_sub_emitter");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticleProcessMaterial"), "set_process_material", "get_process_material");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
|
|
ADD_GROUP("Time", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater,suffix:s"), "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_RANGE, "0.00,600.0,0.01,suffix:s"), "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::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1,suffix:FPS"), "set_fixed_fps", "get_fixed_fps");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interpolate"), "set_interpolate", "get_interpolate");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
|
|
ADD_GROUP("Collision", "collision_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_base_size", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_collision_base_size", "get_collision_base_size");
|
|
ADD_GROUP("Drawing", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "visibility_rect", PROPERTY_HINT_NONE, "suffix:px"), "set_visibility_rect", "get_visibility_rect");
|
|
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,Reverse Lifetime"), "set_draw_order", "get_draw_order");
|
|
ADD_GROUP("Trails", "trail_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trail_enabled"), "set_trail_enabled", "is_trail_enabled");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "trail_lifetime", PROPERTY_HINT_RANGE, "0.01,10,0.01,or_greater,suffix:s"), "set_trail_lifetime", "get_trail_lifetime");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_sections", PROPERTY_HINT_RANGE, "2,128,1"), "set_trail_sections", "get_trail_sections");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_section_subdivisions", PROPERTY_HINT_RANGE, "1,1024,1"), "set_trail_section_subdivisions", "get_trail_section_subdivisions");
|
|
|
|
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
|
|
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
|
|
BIND_ENUM_CONSTANT(DRAW_ORDER_REVERSE_LIFETIME);
|
|
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_ROTATION_SCALE);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM);
|
|
}
|
|
|
|
GPUParticles2D::GPUParticles2D() {
|
|
particles = RS::get_singleton()->particles_create();
|
|
RS::get_singleton()->particles_set_mode(particles, RS::PARTICLES_MODE_2D);
|
|
|
|
mesh = RS::get_singleton()->mesh_create();
|
|
RS::get_singleton()->particles_set_draw_passes(particles, 1);
|
|
RS::get_singleton()->particles_set_draw_pass_mesh(particles, 0, mesh);
|
|
|
|
one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
|
|
set_emitting(true);
|
|
set_one_shot(false);
|
|
set_amount(8);
|
|
set_lifetime(1);
|
|
set_fixed_fps(0);
|
|
set_fractional_delta(true);
|
|
set_interpolate(true);
|
|
set_pre_process_time(0);
|
|
set_explosiveness_ratio(0);
|
|
set_randomness_ratio(0);
|
|
set_visibility_rect(Rect2(Vector2(-100, -100), Vector2(200, 200)));
|
|
set_use_local_coordinates(false);
|
|
set_draw_order(DRAW_ORDER_LIFETIME);
|
|
set_speed_scale(1);
|
|
set_fixed_fps(30);
|
|
set_collision_base_size(collision_base_size);
|
|
}
|
|
|
|
GPUParticles2D::~GPUParticles2D() {
|
|
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
|
RS::get_singleton()->free(particles);
|
|
RS::get_singleton()->free(mesh);
|
|
}
|