#ifndef CPU_PARTICLES_H #define CPU_PARTICLES_H #include "rid.h" #include "scene/3d/visual_instance.h" #include "scene/main/timer.h" #include "scene/resources/material.h" /** @author Juan Linietsky <reduzio@gmail.com> */ class CPUParticles : public GeometryInstance { private: GDCLASS(CPUParticles, GeometryInstance); public: enum DrawOrder { DRAW_ORDER_INDEX, DRAW_ORDER_LIFETIME, DRAW_ORDER_VIEW_DEPTH, }; enum Parameter { PARAM_INITIAL_LINEAR_VELOCITY, PARAM_ANGULAR_VELOCITY, //PARAM_ORBIT_VELOCITY, PARAM_LINEAR_ACCEL, PARAM_RADIAL_ACCEL, PARAM_TANGENTIAL_ACCEL, PARAM_DAMPING, PARAM_ANGLE, PARAM_SCALE, PARAM_HUE_VARIATION, PARAM_ANIM_SPEED, PARAM_ANIM_OFFSET, PARAM_MAX }; enum Flags { FLAG_ALIGN_Y_TO_VELOCITY, FLAG_ROTATE_Y, FLAG_DISABLE_Z, FLAG_ANIM_LOOP, FLAG_MAX }; enum EmissionShape { EMISSION_SHAPE_POINT, EMISSION_SHAPE_SPHERE, EMISSION_SHAPE_BOX, EMISSION_SHAPE_POINTS, EMISSION_SHAPE_DIRECTED_POINTS, }; private: bool emitting; struct Particle { Transform transform; Color color; float custom[4]; Vector3 velocity; bool active; float angle_rand; float scale_rand; float hue_rot_rand; float anim_offset_rand; float time; Color base_color; uint32_t seed; }; float time; float inactive_time; float frame_remainder; int cycle; RID multimesh; PoolVector<Particle> particles; PoolVector<float> particle_data; PoolVector<int> particle_order; struct SortLifetime { const Particle *particles; bool operator()(int p_a, int p_b) const { return particles[p_a].time < particles[p_b].time; } }; struct SortAxis { const Particle *particles; Vector3 axis; bool operator()(int p_a, int p_b) const { return axis.dot(particles[p_a].transform.origin) < axis.dot(particles[p_b].transform.origin); } }; // bool one_shot; float lifetime; float pre_process_time; float explosiveness_ratio; float randomness_ratio; float speed_scale; bool local_coords; int fixed_fps; bool fractional_delta; DrawOrder draw_order; Ref<Mesh> mesh; //////// float spread; float flatness; float parameters[PARAM_MAX]; float randomness[PARAM_MAX]; Ref<Curve> curve_parameters[PARAM_MAX]; Color color; Ref<Gradient> color_ramp; bool flags[FLAG_MAX]; EmissionShape emission_shape; float emission_sphere_radius; Vector3 emission_box_extents; PoolVector<Vector3> emission_points; PoolVector<Vector3> emission_normals; PoolVector<Color> emission_colors; int emission_point_count; bool anim_loop; Vector3 gravity; void _particles_process(float p_delta); void _update_particle_data_buffer(); Mutex *update_mutex; void _update_render_thread(); protected: static void _bind_methods(); void _notification(int p_what); virtual void _validate_property(PropertyInfo &property) const; public: AABB get_aabb() const; PoolVector<Face3> get_faces(uint32_t p_usage_flags) const; void set_emitting(bool p_emitting); void set_amount(int p_amount); void set_lifetime(float p_lifetime); void set_one_shot(bool p_one_shot); void set_pre_process_time(float p_time); void set_explosiveness_ratio(float p_ratio); void set_randomness_ratio(float p_ratio); void set_visibility_aabb(const AABB &p_aabb); void set_use_local_coordinates(bool p_enable); void set_speed_scale(float p_scale); bool is_emitting() const; int get_amount() const; float get_lifetime() const; bool get_one_shot() const; float get_pre_process_time() const; float get_explosiveness_ratio() const; float get_randomness_ratio() const; AABB get_visibility_aabb() const; bool get_use_local_coordinates() const; float get_speed_scale() const; void set_fixed_fps(int p_count); int get_fixed_fps() const; void set_fractional_delta(bool p_enable); bool get_fractional_delta() const; void set_draw_order(DrawOrder p_order); DrawOrder get_draw_order() const; void set_draw_passes(int p_count); int get_draw_passes() const; void set_mesh(const Ref<Mesh> &p_mesh); Ref<Mesh> get_mesh() const; /////////////////// void set_spread(float p_spread); float get_spread() const; void set_flatness(float p_flatness); float get_flatness() const; void set_param(Parameter p_param, float p_value); float get_param(Parameter p_param) const; void set_param_randomness(Parameter p_param, float p_value); float get_param_randomness(Parameter p_param) const; void set_param_curve(Parameter p_param, const Ref<Curve> &p_curve); Ref<Curve> get_param_curve(Parameter p_param) const; void set_color(const Color &p_color); Color get_color() const; void set_color_ramp(const Ref<Gradient> &p_texture); Ref<Gradient> get_color_ramp() const; void set_particle_flag(Flags p_flag, bool p_enable); bool get_particle_flag(Flags p_flag) const; void set_emission_shape(EmissionShape p_shape); void set_emission_sphere_radius(float p_radius); void set_emission_box_extents(Vector3 p_extents); void set_emission_points(const PoolVector<Vector3> &p_points); void set_emission_normals(const PoolVector<Vector3> &p_normals); void set_emission_colors(const PoolVector<Color> &p_colors); void set_emission_point_count(int p_count); EmissionShape get_emission_shape() const; float get_emission_sphere_radius() const; Vector3 get_emission_box_extents() const; PoolVector<Vector3> get_emission_points() const; PoolVector<Vector3> get_emission_normals() const; PoolVector<Color> get_emission_colors() const; int get_emission_point_count() const; void set_gravity(const Vector3 &p_gravity); Vector3 get_gravity() const; virtual String get_configuration_warning() const; void restart(); void convert_from_particles(Node *p_particles); CPUParticles(); ~CPUParticles(); }; VARIANT_ENUM_CAST(CPUParticles::DrawOrder) VARIANT_ENUM_CAST(CPUParticles::Parameter) VARIANT_ENUM_CAST(CPUParticles::Flags) VARIANT_ENUM_CAST(CPUParticles::EmissionShape) #endif // CPU_PARTICLES_H