From 17ad6df56d6c60b8fb7cff772d47a12e1d0e0599 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 20 May 2022 23:59:13 +0200 Subject: Add "Hide on Contact" collision mode to ParticlesMaterial This can be used to make particles disappear when colliding, rather than bouncing around or sticking to surfaces. This is useful for rain particles which should not be able to go through floors/ceilings, but shouldn't stick to surfaces either. --- scene/resources/particles_material.cpp | 52 ++++++++++++++++++++++++++-------- scene/resources/particles_material.h | 19 +++++++++---- 2 files changed, 54 insertions(+), 17 deletions(-) (limited to 'scene/resources') diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index 4b2e029f47..7c27766d7c 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -287,7 +287,7 @@ void ParticlesMaterial::_update_shader() { code += "uniform sampler2D anim_offset_texture : repeat_disable;\n"; } - if (collision_enabled) { + if (collision_mode == COLLISION_RIGID) { code += "uniform float collision_friction;\n"; code += "uniform float collision_bounce;\n"; } @@ -695,8 +695,10 @@ void ParticlesMaterial::_update_shader() { } code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz, EMISSION_TRANSFORM[3].xyz, time_noise);\n"; // If collision happened, turbulence is no longer applied. + // We don't need this check when the collision mode is "hide on contact", + // as the particle will be hidden anyway. String extra_tab = ""; - if (collision_enabled) { + if (collision_mode != COLLISION_RIGID) { code += " if (!COLLIDED) {\n"; extra_tab = " "; } @@ -704,7 +706,7 @@ void ParticlesMaterial::_update_shader() { code += extra_tab + " float vel_mag = length(VELOCITY);\n"; code += extra_tab + " float vel_infl = clamp(mix(turbulence_influence_min, turbulence_influence_max, rand_from_seed(alt_seed)) * turbulence_influence, 0.0, 1.0);\n"; code += extra_tab + " VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n"; - if (collision_enabled) { + if (collision_mode != COLLISION_RIGID) { code += " }"; } } @@ -828,7 +830,7 @@ void ParticlesMaterial::_update_shader() { code += " TRANSFORM[3].z = 0.0;\n"; } - if (collision_enabled) { + if (collision_mode == COLLISION_RIGID) { code += " if (COLLIDED) {\n"; code += " if (length(VELOCITY) > 3.0) {\n"; code += " TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n"; @@ -851,6 +853,18 @@ void ParticlesMaterial::_update_shader() { code += " TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n"; code += " TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n"; + if (collision_mode == COLLISION_RIGID) { + code += " if (COLLIDED) {\n"; + code += " TRANSFORM[3].xyz+=COLLISION_NORMAL * COLLISION_DEPTH;\n"; + code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n"; + code += " VELOCITY = mix(VELOCITY,vec3(0.0),collision_friction * DELTA * 100.0);\n"; + code += " }\n"; + } else if (collision_mode == COLLISION_HIDE_ON_CONTACT) { + code += " if (COLLIDED) {\n"; + code += " ACTIVE = false;\n"; + code += " }\n"; + } + if (sub_emitter_mode != SUB_EMITTER_DISABLED) { code += " int emit_count = 0;\n"; switch (sub_emitter_mode) { @@ -1436,6 +1450,14 @@ void ParticlesMaterial::_validate_property(PropertyInfo &property) const { property.usage = PROPERTY_USAGE_NO_EDITOR; } } + + if (property.name == "collision_friction" && collision_mode != COLLISION_RIGID) { + property.usage = PROPERTY_USAGE_NONE; + } + + if (property.name == "collision_bounce" && collision_mode != COLLISION_RIGID) { + property.usage = PROPERTY_USAGE_NONE; + } } void ParticlesMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) { @@ -1483,13 +1505,14 @@ bool ParticlesMaterial::is_attractor_interaction_enabled() const { return attractor_interaction_enabled; } -void ParticlesMaterial::set_collision_enabled(bool p_enabled) { - collision_enabled = p_enabled; +void ParticlesMaterial::set_collision_mode(CollisionMode p_collision_mode) { + collision_mode = p_collision_mode; _queue_shader_change(); + notify_property_list_changed(); } -bool ParticlesMaterial::is_collision_enabled() const { - return collision_enabled; +ParticlesMaterial::CollisionMode ParticlesMaterial::get_collision_mode() const { + return collision_mode; } void ParticlesMaterial::set_collision_use_scale(bool p_scale) { @@ -1623,8 +1646,8 @@ void ParticlesMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_attractor_interaction_enabled", "enabled"), &ParticlesMaterial::set_attractor_interaction_enabled); ClassDB::bind_method(D_METHOD("is_attractor_interaction_enabled"), &ParticlesMaterial::is_attractor_interaction_enabled); - ClassDB::bind_method(D_METHOD("set_collision_enabled", "enabled"), &ParticlesMaterial::set_collision_enabled); - ClassDB::bind_method(D_METHOD("is_collision_enabled"), &ParticlesMaterial::is_collision_enabled); + ClassDB::bind_method(D_METHOD("set_collision_mode", "mode"), &ParticlesMaterial::set_collision_mode); + ClassDB::bind_method(D_METHOD("get_collision_mode"), &ParticlesMaterial::get_collision_mode); ClassDB::bind_method(D_METHOD("set_collision_use_scale", "radius"), &ParticlesMaterial::set_collision_use_scale); ClassDB::bind_method(D_METHOD("is_collision_using_scale"), &ParticlesMaterial::is_collision_using_scale); @@ -1734,7 +1757,7 @@ void ParticlesMaterial::_bind_methods() { ADD_GROUP("Attractor Interaction", "attractor_interaction_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "attractor_interaction_enabled"), "set_attractor_interaction_enabled", "is_attractor_interaction_enabled"); ADD_GROUP("Collision", "collision_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_enabled"), "set_collision_enabled", "is_collision_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mode", PROPERTY_HINT_ENUM, "Disabled,Rigid,Hide On Contact"), "set_collision_mode", "get_collision_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_friction", "get_collision_friction"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_bounce", "get_collision_bounce"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_use_scale"), "set_collision_use_scale", "is_collision_using_scale"); @@ -1776,6 +1799,11 @@ void ParticlesMaterial::_bind_methods() { BIND_ENUM_CONSTANT(SUB_EMITTER_AT_END); BIND_ENUM_CONSTANT(SUB_EMITTER_AT_COLLISION); BIND_ENUM_CONSTANT(SUB_EMITTER_MAX); + + BIND_ENUM_CONSTANT(COLLISION_DISABLED); + BIND_ENUM_CONSTANT(COLLISION_RIGID); + BIND_ENUM_CONSTANT(COLLISION_HIDE_ON_CONTACT); + BIND_ENUM_CONSTANT(COLLISION_MAX); } ParticlesMaterial::ParticlesMaterial() : @@ -1834,7 +1862,7 @@ ParticlesMaterial::ParticlesMaterial() : set_sub_emitter_keep_velocity(false); set_attractor_interaction_enabled(true); - set_collision_enabled(false); + set_collision_mode(COLLISION_DISABLED); set_collision_bounce(0.0); set_collision_friction(0.0); set_collision_use_scale(false); diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h index 7fb46d6ac5..7e71d173e6 100644 --- a/scene/resources/particles_material.h +++ b/scene/resources/particles_material.h @@ -93,6 +93,14 @@ public: SUB_EMITTER_MAX }; + // When extending, make sure not to overflow the size of the MaterialKey below. + enum CollisionMode { + COLLISION_DISABLED, + COLLISION_RIGID, + COLLISION_HIDE_ON_CONTACT, + COLLISION_MAX + }; + private: union MaterialKey { // The bit size of the struct must be kept below or equal to 32 bits. @@ -106,7 +114,7 @@ private: uint32_t has_emission_color : 1; uint32_t sub_emitter : 2; uint32_t attractor_enabled : 1; - uint32_t collision_enabled : 1; + uint32_t collision_mode : 2; uint32_t collision_scale : 1; uint32_t turbulence_enabled : 1; }; @@ -153,7 +161,7 @@ private: mk.emission_shape = emission_shape; mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid(); mk.sub_emitter = sub_emitter_mode; - mk.collision_enabled = collision_enabled; + mk.collision_mode = collision_mode; mk.attractor_enabled = attractor_interaction_enabled; mk.collision_scale = collision_scale; mk.turbulence_enabled = turbulence_enabled; @@ -300,7 +308,7 @@ private: //do not save emission points here bool attractor_interaction_enabled = false; - bool collision_enabled = false; + CollisionMode collision_mode; bool collision_scale = false; float collision_friction = 0.0f; float collision_bounce = 0.0f; @@ -385,8 +393,8 @@ public: void set_attractor_interaction_enabled(bool p_enable); bool is_attractor_interaction_enabled() const; - void set_collision_enabled(bool p_enabled); - bool is_collision_enabled() const; + void set_collision_mode(CollisionMode p_collision_mode); + CollisionMode get_collision_mode() const; void set_collision_use_scale(bool p_scale); bool is_collision_using_scale() const; @@ -425,5 +433,6 @@ VARIANT_ENUM_CAST(ParticlesMaterial::Parameter) VARIANT_ENUM_CAST(ParticlesMaterial::ParticleFlags) VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape) VARIANT_ENUM_CAST(ParticlesMaterial::SubEmitterMode) +VARIANT_ENUM_CAST(ParticlesMaterial::CollisionMode) #endif // PARTICLES_MATERIAL_H -- cgit v1.2.3