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Diffstat (limited to 'scene/3d/gpu_particles_collision_3d.cpp')
-rw-r--r-- | scene/3d/gpu_particles_collision_3d.cpp | 901 |
1 files changed, 901 insertions, 0 deletions
diff --git a/scene/3d/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp new file mode 100644 index 0000000000..baaaa23185 --- /dev/null +++ b/scene/3d/gpu_particles_collision_3d.cpp @@ -0,0 +1,901 @@ +/*************************************************************************/ +/* gpu_particles_collision_3d.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_collision_3d.h" + +#include "core/thread_work_pool.h" +#include "mesh_instance_3d.h" +#include "scene/3d/camera_3d.h" +#include "scene/main/viewport.h" + +void GPUParticlesCollision3D::set_cull_mask(uint32_t p_cull_mask) { + cull_mask = p_cull_mask; + RS::get_singleton()->particles_collision_set_cull_mask(collision, p_cull_mask); +} + +uint32_t GPUParticlesCollision3D::get_cull_mask() const { + return cull_mask; +} + +void GPUParticlesCollision3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &GPUParticlesCollision3D::set_cull_mask); + ClassDB::bind_method(D_METHOD("get_cull_mask"), &GPUParticlesCollision3D::get_cull_mask); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask"); +} + +GPUParticlesCollision3D::GPUParticlesCollision3D(RS::ParticlesCollisionType p_type) { + collision = RS::get_singleton()->particles_collision_create(); + RS::get_singleton()->particles_collision_set_collision_type(collision, p_type); + set_base(collision); +} + +GPUParticlesCollision3D::~GPUParticlesCollision3D() { + RS::get_singleton()->free(collision); +} + +///////////////////////////////// + +void GPUParticlesCollisionSphere::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesCollisionSphere::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesCollisionSphere::get_radius); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_radius", "get_radius"); +} + +void GPUParticlesCollisionSphere::set_radius(float p_radius) { + radius = p_radius; + RS::get_singleton()->particles_collision_set_sphere_radius(_get_collision(), radius); + update_gizmo(); +} + +float GPUParticlesCollisionSphere::get_radius() const { + return radius; +} + +AABB GPUParticlesCollisionSphere::get_aabb() const { + return AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2, radius * 2, radius * 2)); +} + +GPUParticlesCollisionSphere::GPUParticlesCollisionSphere() : + GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE) { +} + +GPUParticlesCollisionSphere::~GPUParticlesCollisionSphere() { +} + +/////////////////////////// + +void GPUParticlesCollisionBox::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionBox::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionBox::get_extents); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); +} + +void GPUParticlesCollisionBox::set_extents(const Vector3 &p_extents) { + extents = p_extents; + RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); + update_gizmo(); +} + +Vector3 GPUParticlesCollisionBox::get_extents() const { + return extents; +} + +AABB GPUParticlesCollisionBox::get_aabb() const { + return AABB(-extents, extents * 2); +} + +GPUParticlesCollisionBox::GPUParticlesCollisionBox() : + GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE) { +} + +GPUParticlesCollisionBox::~GPUParticlesCollisionBox() { +} + +/////////////////////////////// +/////////////////////////// + +void GPUParticlesCollisionSDF::_find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes) { + MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_at_node); + if (mi && mi->is_visible_in_tree()) { + Ref<Mesh> mesh = mi->get_mesh(); + if (mesh.is_valid()) { + AABB aabb = mesh->get_aabb(); + + Transform xf = get_global_transform().affine_inverse() * mi->get_global_transform(); + + if (p_aabb.intersects(xf.xform(aabb))) { + PlotMesh pm; + pm.local_xform = xf; + pm.mesh = mesh; + plot_meshes.push_back(pm); + } + } + } + + Node3D *s = Object::cast_to<Node3D>(p_at_node); + if (s) { + if (s->is_visible_in_tree()) { + Array meshes = p_at_node->call("get_meshes"); + for (int i = 0; i < meshes.size(); i += 2) { + Transform mxf = meshes[i]; + Ref<Mesh> mesh = meshes[i + 1]; + if (!mesh.is_valid()) { + continue; + } + + AABB aabb = mesh->get_aabb(); + + Transform xf = get_global_transform().affine_inverse() * (s->get_global_transform() * mxf); + + if (p_aabb.intersects(xf.xform(aabb))) { + PlotMesh pm; + pm.local_xform = xf; + pm.mesh = mesh; + plot_meshes.push_back(pm); + } + } + } + } + + for (int i = 0; i < p_at_node->get_child_count(); i++) { + Node *child = p_at_node->get_child(i); + _find_meshes(p_aabb, child, plot_meshes); + } +} + +uint32_t GPUParticlesCollisionSDF::_create_bvh(LocalVector<BVH> &bvh_tree, FacePos *p_faces, uint32_t p_face_count, const Face3 *p_triangles, float p_thickness) { + if (p_face_count == 1) { + return BVH::LEAF_BIT | p_faces[0].index; + } + + uint32_t index = bvh_tree.size(); + { + BVH bvh; + + for (uint32_t i = 0; i < p_face_count; i++) { + const Face3 &f = p_triangles[p_faces[i].index]; + AABB aabb(f.vertex[0], Vector3()); + aabb.expand_to(f.vertex[1]); + aabb.expand_to(f.vertex[2]); + if (p_thickness > 0.0) { + Vector3 normal = p_triangles[p_faces[i].index].get_plane().normal; + aabb.expand_to(f.vertex[0] - normal * p_thickness); + aabb.expand_to(f.vertex[1] - normal * p_thickness); + aabb.expand_to(f.vertex[2] - normal * p_thickness); + } + if (i == 0) { + bvh.bounds = aabb; + } else { + bvh.bounds.merge_with(aabb); + } + } + bvh_tree.push_back(bvh); + } + + uint32_t middle = p_face_count / 2; + + SortArray<FacePos, FaceSort> s; + s.compare.axis = bvh_tree[index].bounds.get_longest_axis_index(); + s.sort(p_faces, p_face_count); + + uint32_t left = _create_bvh(bvh_tree, p_faces, middle, p_triangles, p_thickness); + uint32_t right = _create_bvh(bvh_tree, p_faces + middle, p_face_count - middle, p_triangles, p_thickness); + + bvh_tree[index].children[0] = left; + bvh_tree[index].children[1] = right; + + return index; +} + +static _FORCE_INLINE_ float Vector3_dot2(const Vector3 &p_vec3) { + return p_vec3.dot(p_vec3); +} + +void GPUParticlesCollisionSDF::_find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance) { + if (p_bvh_cell & BVH::LEAF_BIT) { + p_bvh_cell &= BVH::LEAF_MASK; //remove bit + + Vector3 point = p_pos; + Plane p = triangles[p_bvh_cell].get_plane(); + float d = p.distance_to(point); + float inside_d = 1e20; + if (d < 0 && d > -thickness) { + //inside planes, do this in 2D + + Vector3 x_axis = (triangles[p_bvh_cell].vertex[0] - triangles[p_bvh_cell].vertex[1]).normalized(); + Vector3 y_axis = p.normal.cross(x_axis).normalized(); + + Vector2 points[3]; + for (int i = 0; i < 3; i++) { + points[i] = Vector2(x_axis.dot(triangles[p_bvh_cell].vertex[i]), y_axis.dot(triangles[p_bvh_cell].vertex[i])); + } + + Vector2 p2d = Vector2(x_axis.dot(point), y_axis.dot(point)); + + { + // https://www.shadertoy.com/view/XsXSz4 + + Vector2 e0 = points[1] - points[0]; + Vector2 e1 = points[2] - points[1]; + Vector2 e2 = points[0] - points[2]; + + Vector2 v0 = p2d - points[0]; + Vector2 v1 = p2d - points[1]; + Vector2 v2 = p2d - points[2]; + + Vector2 pq0 = v0 - e0 * CLAMP(v0.dot(e0) / e0.dot(e0), 0.0, 1.0); + Vector2 pq1 = v1 - e1 * CLAMP(v1.dot(e1) / e1.dot(e1), 0.0, 1.0); + Vector2 pq2 = v2 - e2 * CLAMP(v2.dot(e2) / e2.dot(e2), 0.0, 1.0); + + float s = SGN(e0.x * e2.y - e0.y * e2.x); + Vector2 d2 = Vector2(pq0.dot(pq0), s * (v0.x * e0.y - v0.y * e0.x)).min(Vector2(pq1.dot(pq1), s * (v1.x * e1.y - v1.y * e1.x))).min(Vector2(pq2.dot(pq2), s * (v2.x * e2.y - v2.y * e2.x))); + + inside_d = -Math::sqrt(d2.x) * SGN(d2.y); + } + + //make sure distance to planes is not shorter if inside + if (inside_d < 0) { + inside_d = MAX(inside_d, d); + inside_d = MAX(inside_d, -(thickness + d)); + } + + closest_distance = MIN(closest_distance, inside_d); + } else { + if (d < 0) { + point -= p.normal * thickness; //flatten + } + + // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm + Vector3 a = triangles[p_bvh_cell].vertex[0]; + Vector3 b = triangles[p_bvh_cell].vertex[1]; + Vector3 c = triangles[p_bvh_cell].vertex[2]; + + Vector3 ba = b - a; + Vector3 pa = point - a; + Vector3 cb = c - b; + Vector3 pb = point - b; + Vector3 ac = a - c; + Vector3 pc = point - c; + Vector3 nor = ba.cross(ac); + + inside_d = Math::sqrt( + (SGN(ba.cross(nor).dot(pa)) + + SGN(cb.cross(nor).dot(pb)) + + SGN(ac.cross(nor).dot(pc)) < + 2.0) ? + MIN(MIN( + Vector3_dot2(ba * CLAMP(ba.dot(pa) / Vector3_dot2(ba), 0.0, 1.0) - pa), + Vector3_dot2(cb * CLAMP(cb.dot(pb) / Vector3_dot2(cb), 0.0, 1.0) - pb)), + Vector3_dot2(ac * CLAMP(ac.dot(pc) / Vector3_dot2(ac), 0.0, 1.0) - pc)) : + nor.dot(pa) * nor.dot(pa) / Vector3_dot2(nor)); + + closest_distance = MIN(closest_distance, inside_d); + } + + } else { + bool pass = true; + if (!bvh[p_bvh_cell].bounds.has_point(p_pos)) { + //outside, find closest point + Vector3 he = bvh[p_bvh_cell].bounds.size * 0.5; + Vector3 center = bvh[p_bvh_cell].bounds.position + he; + + Vector3 rel = (p_pos - center).abs(); + Vector3 closest(MIN(rel.x, he.x), MIN(rel.y, he.y), MIN(rel.z, he.z)); + float d = rel.distance_to(closest); + + if (d >= closest_distance) { + pass = false; //already closer than this aabb, discard + } + } + + if (pass) { + _find_closest_distance(p_pos, bvh, bvh[p_bvh_cell].children[0], triangles, thickness, closest_distance); + _find_closest_distance(p_pos, bvh, bvh[p_bvh_cell].children[1], triangles, thickness, closest_distance); + } + } +} + +void GPUParticlesCollisionSDF::_compute_sdf_z(uint32_t p_z, ComputeSDFParams *params) { + int32_t z_ofs = p_z * params->size.y * params->size.x; + for (int32_t y = 0; y < params->size.y; y++) { + int32_t y_ofs = z_ofs + y * params->size.x; + for (int32_t x = 0; x < params->size.x; x++) { + int32_t x_ofs = y_ofs + x; + float &cell = params->cells[x_ofs]; + + Vector3 pos = params->cell_offset + Vector3(x, y, p_z) * params->cell_size; + + cell = 1e20; + + _find_closest_distance(pos, params->bvh, 0, params->triangles, params->thickness, cell); + } + } +} + +void GPUParticlesCollisionSDF::_compute_sdf(ComputeSDFParams *params) { + ThreadWorkPool work_pool; + work_pool.init(); + work_pool.begin_work(params->size.z, this, &GPUParticlesCollisionSDF::_compute_sdf_z, params); + while (work_pool.get_work_index() < (uint32_t)params->size.z) { + OS::get_singleton()->delay_usec(10000); + bake_step_function(work_pool.get_work_index() * 100 / params->size.z, "Baking SDF"); + } + work_pool.end_work(); + work_pool.finish(); +} + +Vector3i GPUParticlesCollisionSDF::get_estimated_cell_size() const { + static const int subdivs[RESOLUTION_MAX] = { 16, 32, 64, 128, 256, 512 }; + int subdiv = subdivs[get_resolution()]; + + AABB aabb(-extents, extents * 2); + + float cell_size = aabb.get_longest_axis_size() / float(subdiv); + + Vector3i sdf_size = Vector3i(aabb.size / cell_size); + sdf_size.x = MAX(1, sdf_size.x); + sdf_size.y = MAX(1, sdf_size.y); + sdf_size.z = MAX(1, sdf_size.z); + return sdf_size; +} + +Ref<Image> GPUParticlesCollisionSDF::bake() { + static const int subdivs[RESOLUTION_MAX] = { 16, 32, 64, 128, 256, 512 }; + int subdiv = subdivs[get_resolution()]; + + AABB aabb(-extents, extents * 2); + + float cell_size = aabb.get_longest_axis_size() / float(subdiv); + + Vector3i sdf_size = Vector3i(aabb.size / cell_size); + sdf_size.x = MAX(1, sdf_size.x); + sdf_size.y = MAX(1, sdf_size.y); + sdf_size.z = MAX(1, sdf_size.z); + + if (bake_begin_function) { + bake_begin_function(100); + } + + aabb.size = Vector3(sdf_size) * cell_size; + + List<PlotMesh> plot_meshes; + _find_meshes(aabb, get_parent(), plot_meshes); + + LocalVector<Face3> faces; + + if (bake_step_function) { + bake_step_function(0, "Finding Meshes"); + } + + for (List<PlotMesh>::Element *E = plot_meshes.front(); E; E = E->next()) { + const PlotMesh &pm = E->get(); + + for (int i = 0; i < pm.mesh->get_surface_count(); i++) { + if (pm.mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) { + continue; //only triangles + } + + Array a = pm.mesh->surface_get_arrays(i); + + Vector<Vector3> vertices = a[Mesh::ARRAY_VERTEX]; + const Vector3 *vr = vertices.ptr(); + Vector<int> index = a[Mesh::ARRAY_INDEX]; + + if (index.size()) { + int facecount = index.size() / 3; + const int *ir = index.ptr(); + + for (int j = 0; j < facecount; j++) { + Face3 face; + + for (int k = 0; k < 3; k++) { + face.vertex[k] = pm.local_xform.xform(vr[ir[j * 3 + k]]); + } + + //test against original bounds + if (!Geometry3D::triangle_box_overlap(aabb.position + aabb.size * 0.5, aabb.size * 0.5, face.vertex)) { + continue; + } + + faces.push_back(face); + } + + } else { + int facecount = vertices.size() / 3; + + for (int j = 0; j < facecount; j++) { + Face3 face; + + for (int k = 0; k < 3; k++) { + face.vertex[k] = pm.local_xform.xform(vr[j * 3 + k]); + } + + //test against original bounds + if (!Geometry3D::triangle_box_overlap(aabb.position + aabb.size * 0.5, aabb.size * 0.5, face.vertex)) { + continue; + } + + faces.push_back(face); + } + } + } + } + + //compute bvh + + ERR_FAIL_COND_V(faces.size() <= 1, Ref<Image>()); + + LocalVector<FacePos> face_pos; + + face_pos.resize(faces.size()); + + float th = cell_size * thickness; + + for (uint32_t i = 0; i < faces.size(); i++) { + face_pos[i].index = i; + face_pos[i].center = (faces[i].vertex[0] + faces[i].vertex[1] + faces[i].vertex[2]) / 2; + if (th > 0.0) { + face_pos[i].center -= faces[i].get_plane().normal * th * 0.5; + } + } + + if (bake_step_function) { + bake_step_function(0, "Creating BVH"); + } + + LocalVector<BVH> bvh; + + _create_bvh(bvh, face_pos.ptr(), face_pos.size(), faces.ptr(), th); + + Vector<uint8_t> data; + data.resize(sdf_size.z * sdf_size.y * sdf_size.x * sizeof(float)); + + if (bake_step_function) { + bake_step_function(0, "Baking SDF"); + } + + ComputeSDFParams params; + params.cells = (float *)data.ptrw(); + params.size = sdf_size; + params.cell_size = cell_size; + params.cell_offset = aabb.position + Vector3(cell_size * 0.5, cell_size * 0.5, cell_size * 0.5); + params.bvh = bvh.ptr(); + params.triangles = faces.ptr(); + params.thickness = th; + _compute_sdf(¶ms); + + Ref<Image> ret; + ret.instance(); + ret->create(sdf_size.x, sdf_size.y * sdf_size.z, false, Image::FORMAT_RF, data); + ret->convert(Image::FORMAT_RH); //convert to half, save space + ret->set_meta("depth", sdf_size.z); //hack, make sure to add to the docs of this function + + if (bake_end_function) { + bake_end_function(); + } + + return ret; +} + +void GPUParticlesCollisionSDF::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionSDF::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionSDF::get_extents); + + ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionSDF::set_resolution); + ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionSDF::get_resolution); + + ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticlesCollisionSDF::set_texture); + ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticlesCollisionSDF::get_texture); + + ClassDB::bind_method(D_METHOD("set_thickness", "thickness"), &GPUParticlesCollisionSDF::set_thickness); + ClassDB::bind_method(D_METHOD("get_thickness"), &GPUParticlesCollisionSDF::get_thickness); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "16,32,64,128,256,512"), "set_resolution", "get_resolution"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "thickness", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_thickness", "get_thickness"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture"); + + BIND_ENUM_CONSTANT(RESOLUTION_16); + BIND_ENUM_CONSTANT(RESOLUTION_32); + BIND_ENUM_CONSTANT(RESOLUTION_64); + BIND_ENUM_CONSTANT(RESOLUTION_128); + BIND_ENUM_CONSTANT(RESOLUTION_256); + BIND_ENUM_CONSTANT(RESOLUTION_512); + BIND_ENUM_CONSTANT(RESOLUTION_MAX); +} + +void GPUParticlesCollisionSDF::set_thickness(float p_thickness) { + thickness = p_thickness; +} + +float GPUParticlesCollisionSDF::get_thickness() const { + return thickness; +} + +void GPUParticlesCollisionSDF::set_extents(const Vector3 &p_extents) { + extents = p_extents; + RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); + update_gizmo(); +} + +Vector3 GPUParticlesCollisionSDF::get_extents() const { + return extents; +} + +void GPUParticlesCollisionSDF::set_resolution(Resolution p_resolution) { + resolution = p_resolution; + update_gizmo(); +} + +GPUParticlesCollisionSDF::Resolution GPUParticlesCollisionSDF::get_resolution() const { + return resolution; +} + +void GPUParticlesCollisionSDF::set_texture(const Ref<Texture3D> &p_texture) { + texture = p_texture; + RID tex = texture.is_valid() ? texture->get_rid() : RID(); + RS::get_singleton()->particles_collision_set_field_texture(_get_collision(), tex); +} + +Ref<Texture3D> GPUParticlesCollisionSDF::get_texture() const { + return texture; +} + +AABB GPUParticlesCollisionSDF::get_aabb() const { + return AABB(-extents, extents * 2); +} + +GPUParticlesCollisionSDF::BakeBeginFunc GPUParticlesCollisionSDF::bake_begin_function = nullptr; +GPUParticlesCollisionSDF::BakeStepFunc GPUParticlesCollisionSDF::bake_step_function = nullptr; +GPUParticlesCollisionSDF::BakeEndFunc GPUParticlesCollisionSDF::bake_end_function = nullptr; + +GPUParticlesCollisionSDF::GPUParticlesCollisionSDF() : + GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE) { +} + +GPUParticlesCollisionSDF::~GPUParticlesCollisionSDF() { +} + +//////////////////////////// +//////////////////////////// + +void GPUParticlesCollisionHeightField::_notification(int p_what) { + if (p_what == NOTIFICATION_INTERNAL_PROCESS) { + if (update_mode == UPDATE_MODE_ALWAYS) { + RS::get_singleton()->particles_collision_height_field_update(_get_collision()); + } + + if (follow_camera_mode && get_viewport()) { + Camera3D *cam = get_viewport()->get_camera(); + if (cam) { + Transform xform = get_global_transform(); + Vector3 x_axis = xform.basis.get_axis(Vector3::AXIS_X).normalized(); + Vector3 z_axis = xform.basis.get_axis(Vector3::AXIS_Z).normalized(); + float x_len = xform.basis.get_scale().x; + float z_len = xform.basis.get_scale().z; + + Vector3 cam_pos = cam->get_global_transform().origin; + Transform new_xform = xform; + + while (x_axis.dot(cam_pos - new_xform.origin) > x_len) { + new_xform.origin += x_axis * x_len; + } + while (x_axis.dot(cam_pos - new_xform.origin) < -x_len) { + new_xform.origin -= x_axis * x_len; + } + + while (z_axis.dot(cam_pos - new_xform.origin) > z_len) { + new_xform.origin += z_axis * z_len; + } + while (z_axis.dot(cam_pos - new_xform.origin) < -z_len) { + new_xform.origin -= z_axis * z_len; + } + + if (new_xform != xform) { + set_global_transform(new_xform); + RS::get_singleton()->particles_collision_height_field_update(_get_collision()); + } + } + } + } + + if (p_what == NOTIFICATION_TRANSFORM_CHANGED) { + RS::get_singleton()->particles_collision_height_field_update(_get_collision()); + } +} + +void GPUParticlesCollisionHeightField::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionHeightField::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionHeightField::get_extents); + + ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionHeightField::set_resolution); + ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionHeightField::get_resolution); + + ClassDB::bind_method(D_METHOD("set_update_mode", "update_mode"), &GPUParticlesCollisionHeightField::set_update_mode); + ClassDB::bind_method(D_METHOD("get_update_mode"), &GPUParticlesCollisionHeightField::get_update_mode); + + ClassDB::bind_method(D_METHOD("set_follow_camera_mode", "enabled"), &GPUParticlesCollisionHeightField::set_follow_camera_mode); + ClassDB::bind_method(D_METHOD("is_follow_camera_mode_enabled"), &GPUParticlesCollisionHeightField::is_follow_camera_mode_enabled); + + ClassDB::bind_method(D_METHOD("set_follow_camera_push_ratio", "ratio"), &GPUParticlesCollisionHeightField::set_follow_camera_push_ratio); + ClassDB::bind_method(D_METHOD("get_follow_camera_push_ratio"), &GPUParticlesCollisionHeightField::get_follow_camera_push_ratio); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "256,512,1024,2048,4096,8192"), "set_resolution", "get_resolution"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "WhenMoved,Always"), "set_update_mode", "get_update_mode"); + ADD_GROUP("Folow Camera", "follow_camera_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_camera_enabled"), "set_follow_camera_mode", "is_follow_camera_mode_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "follow_camera_push_ratio", PROPERTY_HINT_RANGE, "0.01,1,0.01"), "set_follow_camera_push_ratio", "get_follow_camera_push_ratio"); + + BIND_ENUM_CONSTANT(RESOLUTION_256); + BIND_ENUM_CONSTANT(RESOLUTION_512); + BIND_ENUM_CONSTANT(RESOLUTION_1024); + BIND_ENUM_CONSTANT(RESOLUTION_2048); + BIND_ENUM_CONSTANT(RESOLUTION_4096); + BIND_ENUM_CONSTANT(RESOLUTION_8192); + BIND_ENUM_CONSTANT(RESOLUTION_MAX); + + BIND_ENUM_CONSTANT(UPDATE_MODE_WHEN_MOVED); + BIND_ENUM_CONSTANT(UPDATE_MODE_ALWAYS); +} + +void GPUParticlesCollisionHeightField::set_follow_camera_push_ratio(float p_follow_camera_push_ratio) { + follow_camera_push_ratio = p_follow_camera_push_ratio; +} + +float GPUParticlesCollisionHeightField::get_follow_camera_push_ratio() const { + return follow_camera_push_ratio; +} + +void GPUParticlesCollisionHeightField::set_extents(const Vector3 &p_extents) { + extents = p_extents; + RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); + update_gizmo(); + RS::get_singleton()->particles_collision_height_field_update(_get_collision()); +} + +Vector3 GPUParticlesCollisionHeightField::get_extents() const { + return extents; +} + +void GPUParticlesCollisionHeightField::set_resolution(Resolution p_resolution) { + resolution = p_resolution; + RS::get_singleton()->particles_collision_set_height_field_resolution(_get_collision(), RS::ParticlesCollisionHeightfieldResolution(resolution)); + update_gizmo(); + RS::get_singleton()->particles_collision_height_field_update(_get_collision()); +} + +GPUParticlesCollisionHeightField::Resolution GPUParticlesCollisionHeightField::get_resolution() const { + return resolution; +} + +void GPUParticlesCollisionHeightField::set_update_mode(UpdateMode p_update_mode) { + update_mode = p_update_mode; + set_process_internal(follow_camera_mode || update_mode == UPDATE_MODE_ALWAYS); +} + +GPUParticlesCollisionHeightField::UpdateMode GPUParticlesCollisionHeightField::get_update_mode() const { + return update_mode; +} + +void GPUParticlesCollisionHeightField::set_follow_camera_mode(bool p_enabled) { + follow_camera_mode = p_enabled; + set_process_internal(follow_camera_mode || update_mode == UPDATE_MODE_ALWAYS); +} + +bool GPUParticlesCollisionHeightField::is_follow_camera_mode_enabled() const { + return follow_camera_mode; +} + +AABB GPUParticlesCollisionHeightField::get_aabb() const { + return AABB(-extents, extents * 2); +} + +GPUParticlesCollisionHeightField::GPUParticlesCollisionHeightField() : + GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE) { +} + +GPUParticlesCollisionHeightField::~GPUParticlesCollisionHeightField() { +} + +//////////////////////////// +//////////////////////////// + +void GPUParticlesAttractor3D::set_cull_mask(uint32_t p_cull_mask) { + cull_mask = p_cull_mask; + RS::get_singleton()->particles_collision_set_cull_mask(collision, p_cull_mask); +} + +uint32_t GPUParticlesAttractor3D::get_cull_mask() const { + return cull_mask; +} + +void GPUParticlesAttractor3D::set_strength(float p_strength) { + strength = p_strength; + RS::get_singleton()->particles_collision_set_attractor_strength(collision, p_strength); +} + +float GPUParticlesAttractor3D::get_strength() const { + return strength; +} + +void GPUParticlesAttractor3D::set_attenuation(float p_attenuation) { + attenuation = p_attenuation; + RS::get_singleton()->particles_collision_set_attractor_attenuation(collision, p_attenuation); +} + +float GPUParticlesAttractor3D::get_attenuation() const { + return attenuation; +} + +void GPUParticlesAttractor3D::set_directionality(float p_directionality) { + directionality = p_directionality; + RS::get_singleton()->particles_collision_set_attractor_directionality(collision, p_directionality); + update_gizmo(); +} + +float GPUParticlesAttractor3D::get_directionality() const { + return directionality; +} + +void GPUParticlesAttractor3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &GPUParticlesAttractor3D::set_cull_mask); + ClassDB::bind_method(D_METHOD("get_cull_mask"), &GPUParticlesAttractor3D::get_cull_mask); + + ClassDB::bind_method(D_METHOD("set_strength", "strength"), &GPUParticlesAttractor3D::set_strength); + ClassDB::bind_method(D_METHOD("get_strength"), &GPUParticlesAttractor3D::get_strength); + + ClassDB::bind_method(D_METHOD("set_attenuation", "attenuation"), &GPUParticlesAttractor3D::set_attenuation); + ClassDB::bind_method(D_METHOD("get_attenuation"), &GPUParticlesAttractor3D::get_attenuation); + + ClassDB::bind_method(D_METHOD("set_directionality", "amount"), &GPUParticlesAttractor3D::set_directionality); + ClassDB::bind_method(D_METHOD("get_directionality"), &GPUParticlesAttractor3D::get_directionality); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "-128,128,0.01,or_greater,or_lesser"), "set_strength", "get_strength"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation", PROPERTY_HINT_EXP_EASING, "0,8,0.01"), "set_attenuation", "get_attenuation"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "directionality", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_directionality", "get_directionality"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask"); +} + +GPUParticlesAttractor3D::GPUParticlesAttractor3D(RS::ParticlesCollisionType p_type) { + collision = RS::get_singleton()->particles_collision_create(); + RS::get_singleton()->particles_collision_set_collision_type(collision, p_type); + set_base(collision); +} +GPUParticlesAttractor3D::~GPUParticlesAttractor3D() { + RS::get_singleton()->free(collision); +} + +///////////////////////////////// + +void GPUParticlesAttractorSphere::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesAttractorSphere::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesAttractorSphere::get_radius); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_radius", "get_radius"); +} + +void GPUParticlesAttractorSphere::set_radius(float p_radius) { + radius = p_radius; + RS::get_singleton()->particles_collision_set_sphere_radius(_get_collision(), radius); + update_gizmo(); +} + +float GPUParticlesAttractorSphere::get_radius() const { + return radius; +} + +AABB GPUParticlesAttractorSphere::get_aabb() const { + return AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2, radius * 2, radius * 2)); +} + +GPUParticlesAttractorSphere::GPUParticlesAttractorSphere() : + GPUParticlesAttractor3D(RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT) { +} + +GPUParticlesAttractorSphere::~GPUParticlesAttractorSphere() { +} + +/////////////////////////// + +void GPUParticlesAttractorBox::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorBox::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorBox::get_extents); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); +} + +void GPUParticlesAttractorBox::set_extents(const Vector3 &p_extents) { + extents = p_extents; + RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); + update_gizmo(); +} + +Vector3 GPUParticlesAttractorBox::get_extents() const { + return extents; +} + +AABB GPUParticlesAttractorBox::get_aabb() const { + return AABB(-extents, extents * 2); +} + +GPUParticlesAttractorBox::GPUParticlesAttractorBox() : + GPUParticlesAttractor3D(RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT) { +} + +GPUParticlesAttractorBox::~GPUParticlesAttractorBox() { +} + +/////////////////////////// + +void GPUParticlesAttractorVectorField::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorVectorField::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorVectorField::get_extents); + + ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticlesAttractorVectorField::set_texture); + ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticlesAttractorVectorField::get_texture); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture"); +} + +void GPUParticlesAttractorVectorField::set_extents(const Vector3 &p_extents) { + extents = p_extents; + RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); + update_gizmo(); +} + +Vector3 GPUParticlesAttractorVectorField::get_extents() const { + return extents; +} + +void GPUParticlesAttractorVectorField::set_texture(const Ref<Texture3D> &p_texture) { + texture = p_texture; + RID tex = texture.is_valid() ? texture->get_rid() : RID(); + RS::get_singleton()->particles_collision_set_field_texture(_get_collision(), tex); +} + +Ref<Texture3D> GPUParticlesAttractorVectorField::get_texture() const { + return texture; +} + +AABB GPUParticlesAttractorVectorField::get_aabb() const { + return AABB(-extents, extents * 2); +} + +GPUParticlesAttractorVectorField::GPUParticlesAttractorVectorField() : + GPUParticlesAttractor3D(RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) { +} + +GPUParticlesAttractorVectorField::~GPUParticlesAttractorVectorField() { +} |