diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2020-03-27 08:44:44 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-03-27 16:26:34 +0100 |
commit | d1acbbce7f123c2b5fccdefc6417787dc91b6ced (patch) | |
tree | 3143b3548ee2e46c4a56881f1284f962cc2ae878 /scene/2d/gpu_particles_2d.cpp | |
parent | c3a760c5079670854b5f0c197c15218b1606bb2d (diff) |
Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
Diffstat (limited to 'scene/2d/gpu_particles_2d.cpp')
-rw-r--r-- | scene/2d/gpu_particles_2d.cpp | 432 |
1 files changed, 432 insertions, 0 deletions
diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp new file mode 100644 index 0000000000..d3d1326018 --- /dev/null +++ b/scene/2d/gpu_particles_2d.cpp @@ -0,0 +1,432 @@ +/*************************************************************************/ +/* gpu_particles_2d.cpp */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#include "gpu_particles_2d.h" + +#include "core/os/os.h" +#include "scene/resources/particles_material.h" +#include "scene/scene_string_names.h" + +#ifdef TOOLS_ENABLED +#include "core/engine.h" +#endif + +void GPUParticles2D::set_emitting(bool p_emitting) { + + VS::get_singleton()->particles_set_emitting(particles, p_emitting); + + if (p_emitting && one_shot) { + set_process_internal(true); + } else if (!p_emitting) { + set_process_internal(false); + } +} + +void GPUParticles2D::set_amount(int p_amount) { + + ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1."); + amount = p_amount; + VS::get_singleton()->particles_set_amount(particles, amount); +} +void GPUParticles2D::set_lifetime(float p_lifetime) { + + ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0."); + lifetime = p_lifetime; + VS::get_singleton()->particles_set_lifetime(particles, lifetime); +} + +void GPUParticles2D::set_one_shot(bool p_enable) { + + one_shot = p_enable; + VS::get_singleton()->particles_set_one_shot(particles, one_shot); + + if (is_emitting()) { + + set_process_internal(true); + if (!one_shot) + VisualServer::get_singleton()->particles_restart(particles); + } + + if (!one_shot) + set_process_internal(false); +} +void GPUParticles2D::set_pre_process_time(float p_time) { + + pre_process_time = p_time; + VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time); +} +void GPUParticles2D::set_explosiveness_ratio(float p_ratio) { + + explosiveness_ratio = p_ratio; + VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio); +} +void GPUParticles2D::set_randomness_ratio(float p_ratio) { + + randomness_ratio = p_ratio; + VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio); +} +void GPUParticles2D::set_visibility_rect(const Rect2 &p_visibility_rect) { + + visibility_rect = p_visibility_rect; + AABB aabb; + aabb.position.x = p_visibility_rect.position.x; + aabb.position.y = p_visibility_rect.position.y; + aabb.size.x = p_visibility_rect.size.x; + aabb.size.y = p_visibility_rect.size.y; + + VS::get_singleton()->particles_set_custom_aabb(particles, aabb); + + _change_notify("visibility_rect"); + update(); +} +void GPUParticles2D::set_use_local_coordinates(bool p_enable) { + + local_coords = p_enable; + VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords); + set_notify_transform(!p_enable); + if (!p_enable && is_inside_tree()) { + _update_particle_emission_transform(); + } +} + +void GPUParticles2D::_update_particle_emission_transform() { + + Transform2D xf2d = get_global_transform(); + Transform xf; + xf.basis.set_axis(0, Vector3(xf2d.get_axis(0).x, xf2d.get_axis(0).y, 0)); + xf.basis.set_axis(1, Vector3(xf2d.get_axis(1).x, xf2d.get_axis(1).y, 0)); + xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0)); + + VS::get_singleton()->particles_set_emission_transform(particles, xf); +} + +void GPUParticles2D::set_process_material(const Ref<Material> &p_material) { + + process_material = p_material; + Ref<ParticlesMaterial> pm = p_material; + if (pm.is_valid() && !pm->get_flag(ParticlesMaterial::FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) { + // Likely a new (3D) material, modify it to match 2D space + pm->set_flag(ParticlesMaterial::FLAG_DISABLE_Z, true); + pm->set_gravity(Vector3(0, 98, 0)); + } + RID material_rid; + if (process_material.is_valid()) + material_rid = process_material->get_rid(); + VS::get_singleton()->particles_set_process_material(particles, material_rid); + + update_configuration_warning(); +} + +void GPUParticles2D::set_speed_scale(float p_scale) { + + speed_scale = p_scale; + VS::get_singleton()->particles_set_speed_scale(particles, p_scale); +} + +bool GPUParticles2D::is_emitting() const { + + return VS::get_singleton()->particles_get_emitting(particles); +} +int GPUParticles2D::get_amount() const { + + return amount; +} +float GPUParticles2D::get_lifetime() const { + + return lifetime; +} + +bool GPUParticles2D::get_one_shot() const { + + return one_shot; +} +float GPUParticles2D::get_pre_process_time() const { + + return pre_process_time; +} +float GPUParticles2D::get_explosiveness_ratio() const { + + return explosiveness_ratio; +} +float GPUParticles2D::get_randomness_ratio() const { + + return randomness_ratio; +} +Rect2 GPUParticles2D::get_visibility_rect() const { + + return visibility_rect; +} +bool GPUParticles2D::get_use_local_coordinates() const { + + return local_coords; +} +Ref<Material> GPUParticles2D::get_process_material() const { + + return process_material; +} + +float GPUParticles2D::get_speed_scale() const { + + return speed_scale; +} + +void GPUParticles2D::set_draw_order(DrawOrder p_order) { + + draw_order = p_order; + VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order)); +} + +GPUParticles2D::DrawOrder GPUParticles2D::get_draw_order() const { + + return draw_order; +} + +void GPUParticles2D::set_fixed_fps(int p_count) { + fixed_fps = p_count; + VS::get_singleton()->particles_set_fixed_fps(particles, p_count); +} + +int GPUParticles2D::get_fixed_fps() const { + return fixed_fps; +} + +void GPUParticles2D::set_fractional_delta(bool p_enable) { + fractional_delta = p_enable; + VS::get_singleton()->particles_set_fractional_delta(particles, p_enable); +} + +bool GPUParticles2D::get_fractional_delta() const { + return fractional_delta; +} + +String GPUParticles2D::get_configuration_warning() const { + + if (VisualServer::get_singleton()->is_low_end()) { + return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles2D node instead. You can use the \"Convert to CPUParticles\" option for this purpose."); + } + + String warnings; + + if (process_material.is_null()) { + if (warnings != String()) + warnings += "\n"; + warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted."); + } else { + + CanvasItemMaterial *mat = Object::cast_to<CanvasItemMaterial>(get_material().ptr()); + + if (get_material().is_null() || (mat && !mat->get_particles_animation())) { + const ParticlesMaterial *process = Object::cast_to<ParticlesMaterial>(process_material.ptr()); + if (process && + (process->get_param(ParticlesMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param(ParticlesMaterial::PARAM_ANIM_OFFSET) != 0.0 || + process->get_param_texture(ParticlesMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_OFFSET).is_valid())) { + if (warnings != String()) + warnings += "\n"; + warnings += "- " + TTR("Particles2D animation requires the usage of a CanvasItemMaterial with \"Particles Animation\" enabled."); + } + } + } + + return warnings; +} + +Rect2 GPUParticles2D::capture_rect() const { + + AABB aabb = VS::get_singleton()->particles_get_current_aabb(particles); + Rect2 r; + r.position.x = aabb.position.x; + r.position.y = aabb.position.y; + r.size.x = aabb.size.x; + r.size.y = aabb.size.y; + return r; +} + +void GPUParticles2D::set_texture(const Ref<Texture2D> &p_texture) { + texture = p_texture; + update(); +} + +Ref<Texture2D> GPUParticles2D::get_texture() const { + return texture; +} + +void GPUParticles2D::set_normal_map(const Ref<Texture2D> &p_normal_map) { + + normal_map = p_normal_map; + update(); +} + +Ref<Texture2D> GPUParticles2D::get_normal_map() const { + return normal_map; +} + +void GPUParticles2D::_validate_property(PropertyInfo &property) const { +} + +void GPUParticles2D::restart() { + VS::get_singleton()->particles_restart(particles); + VS::get_singleton()->particles_set_emitting(particles, true); +} + +void GPUParticles2D::_notification(int p_what) { + + if (p_what == NOTIFICATION_DRAW) { + + RID texture_rid; + if (texture.is_valid()) + texture_rid = texture->get_rid(); + RID normal_rid; + if (normal_map.is_valid()) + normal_rid = normal_map->get_rid(); + + VS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid); + +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_a_parent_of(this))) { + + draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false); + } +#endif + } + + if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) { + if (can_process()) { + VS::get_singleton()->particles_set_speed_scale(particles, speed_scale); + } else { + + VS::get_singleton()->particles_set_speed_scale(particles, 0); + } + } + + if (p_what == NOTIFICATION_TRANSFORM_CHANGED) { + _update_particle_emission_transform(); + } + + if (p_what == NOTIFICATION_INTERNAL_PROCESS) { + + if (one_shot && !is_emitting()) { + _change_notify(); + set_process_internal(false); + } + } +} + +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_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("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_process_material"), &GPUParticles2D::get_process_material); + ClassDB::bind_method(D_METHOD("get_speed_scale"), &GPUParticles2D::get_speed_scale); + + 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("set_normal_map", "texture"), &GPUParticles2D::set_normal_map); + ClassDB::bind_method(D_METHOD("get_normal_map"), &GPUParticles2D::get_normal_map); + + ClassDB::bind_method(D_METHOD("capture_rect"), &GPUParticles2D::capture_rect); + + ClassDB::bind_method(D_METHOD("restart"), &GPUParticles2D::restart); + + 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", ""); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater"), "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"), "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"), "set_fixed_fps", "get_fixed_fps"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta"); + ADD_GROUP("Drawing", ""); + ADD_PROPERTY(PropertyInfo(Variant::RECT2, "visibility_rect"), "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"), "set_draw_order", "get_draw_order"); + ADD_GROUP("Process Material", "process_"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material"); + ADD_GROUP("Textures", ""); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_map", "get_normal_map"); + + BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX); + BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME); +} + +GPUParticles2D::GPUParticles2D() { + + particles = VS::get_singleton()->particles_create(); + + 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_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(true); + set_draw_order(DRAW_ORDER_INDEX); + set_speed_scale(1); +} + +GPUParticles2D::~GPUParticles2D() { + + VS::get_singleton()->free(particles); +} |