/*************************************************************************/ /* cpu_particles_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #ifndef CPU_PARTICLES_H #define CPU_PARTICLES_H #include "core/templates/rid.h" #include "core/templates/safe_refcount.h" #include "scene/3d/visual_instance_3d.h" class CPUParticles3D : public GeometryInstance3D { private: GDCLASS(CPUParticles3D, GeometryInstance3D); public: enum DrawOrder { DRAW_ORDER_INDEX, DRAW_ORDER_LIFETIME, DRAW_ORDER_VIEW_DEPTH, DRAW_ORDER_MAX }; 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 ParticleFlags { PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY, PARTICLE_FLAG_ROTATE_Y, PARTICLE_FLAG_DISABLE_Z, PARTICLE_FLAG_MAX }; enum EmissionShape { EMISSION_SHAPE_POINT, EMISSION_SHAPE_SPHERE, EMISSION_SHAPE_BOX, EMISSION_SHAPE_POINTS, EMISSION_SHAPE_DIRECTED_POINTS, EMISSION_SHAPE_RING, EMISSION_SHAPE_MAX }; private: bool emitting = false; struct Particle { Transform3D transform; Color color; real_t custom[4] = {}; Vector3 velocity; bool active = false; real_t angle_rand = 0.0; real_t scale_rand = 0.0; real_t hue_rot_rand = 0.0; real_t anim_offset_rand = 0.0; double time = 0.0; double lifetime = 0.0; Color base_color; uint32_t seed = 0; }; double time = 0.0; double inactive_time = 0.0; double frame_remainder = 0.0; int cycle = 0; bool redraw = false; RID multimesh; Vector particles; Vector particle_data; Vector particle_order; struct SortLifetime { const Particle *particles = nullptr; bool operator()(int p_a, int p_b) const { return particles[p_a].time > particles[p_b].time; } }; struct SortAxis { const Particle *particles = nullptr; 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 = false; double lifetime = 1.0; double pre_process_time = 0.0; real_t explosiveness_ratio = 0.0; real_t randomness_ratio = 0.0; double lifetime_randomness = 0.0; double speed_scale = 1.0; bool local_coords = true; int fixed_fps = 0; bool fractional_delta = true; Transform3D inv_emission_transform; SafeFlag can_update; DrawOrder draw_order = DRAW_ORDER_INDEX; Ref mesh; //////// Vector3 direction = Vector3(1, 0, 0); real_t spread = 45.0; real_t flatness = 0.0; real_t parameters[PARAM_MAX]; real_t randomness[PARAM_MAX] = {}; Ref curve_parameters[PARAM_MAX]; Color color = Color(1, 1, 1, 1); Ref color_ramp; bool particle_flags[PARTICLE_FLAG_MAX] = {}; EmissionShape emission_shape = EMISSION_SHAPE_POINT; real_t emission_sphere_radius = 1.0; Vector3 emission_box_extents = Vector3(1, 1, 1); Vector emission_points; Vector emission_normals; Vector emission_colors; int emission_point_count = 0; Vector3 emission_ring_axis; real_t emission_ring_height; real_t emission_ring_radius; real_t emission_ring_inner_radius; Vector3 gravity = Vector3(0, -9.8, 0); void _update_internal(); void _particles_process(double p_delta); void _update_particle_data_buffer(); Mutex update_mutex; void _update_render_thread(); void _set_redraw(bool p_redraw); protected: static void _bind_methods(); void _notification(int p_what); virtual void _validate_property(PropertyInfo &property) const override; public: AABB get_aabb() const override; Vector get_faces(uint32_t p_usage_flags) const override; void set_emitting(bool p_emitting); void set_amount(int p_amount); void set_lifetime(double p_lifetime); void set_one_shot(bool p_one_shot); void set_pre_process_time(double p_time); void set_explosiveness_ratio(real_t p_ratio); void set_randomness_ratio(real_t p_ratio); void set_lifetime_randomness(double p_random); void set_visibility_aabb(const AABB &p_aabb); void set_use_local_coordinates(bool p_enable); void set_speed_scale(double p_scale); bool is_emitting() const; int get_amount() const; double get_lifetime() const; bool get_one_shot() const; double get_pre_process_time() const; real_t get_explosiveness_ratio() const; real_t get_randomness_ratio() const; double get_lifetime_randomness() const; AABB get_visibility_aabb() const; bool get_use_local_coordinates() const; double 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 &p_mesh); Ref get_mesh() const; /////////////////// void set_direction(Vector3 p_direction); Vector3 get_direction() const; void set_spread(real_t p_spread); real_t get_spread() const; void set_flatness(real_t p_flatness); real_t get_flatness() const; void set_param(Parameter p_param, real_t p_value); real_t get_param(Parameter p_param) const; void set_param_randomness(Parameter p_param, real_t p_value); real_t get_param_randomness(Parameter p_param) const; void set_param_curve(Parameter p_param, const Ref &p_curve); Ref get_param_curve(Parameter p_param) const; void set_color(const Color &p_color); Color get_color() const; void set_color_ramp(const Ref &p_ramp); Ref get_color_ramp() const; void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable); bool get_particle_flag(ParticleFlags p_particle_flag) const; void set_emission_shape(EmissionShape p_shape); void set_emission_sphere_radius(real_t p_radius); void set_emission_box_extents(Vector3 p_extents); void set_emission_points(const Vector &p_points); void set_emission_normals(const Vector &p_normals); void set_emission_colors(const Vector &p_colors); void set_emission_point_count(int p_count); void set_emission_ring_axis(Vector3 p_axis); void set_emission_ring_height(real_t p_height); void set_emission_ring_radius(real_t p_radius); void set_emission_ring_inner_radius(real_t p_radius); EmissionShape get_emission_shape() const; real_t get_emission_sphere_radius() const; Vector3 get_emission_box_extents() const; Vector get_emission_points() const; Vector get_emission_normals() const; Vector get_emission_colors() const; int get_emission_point_count() const; Vector3 get_emission_ring_axis() const; real_t get_emission_ring_height() const; real_t get_emission_ring_radius() const; real_t get_emission_ring_inner_radius() const; void set_gravity(const Vector3 &p_gravity); Vector3 get_gravity() const; TypedArray get_configuration_warnings() const override; void restart(); void convert_from_particles(Node *p_particles); CPUParticles3D(); ~CPUParticles3D(); }; VARIANT_ENUM_CAST(CPUParticles3D::DrawOrder) VARIANT_ENUM_CAST(CPUParticles3D::Parameter) VARIANT_ENUM_CAST(CPUParticles3D::ParticleFlags) VARIANT_ENUM_CAST(CPUParticles3D::EmissionShape) #endif // CPU_PARTICLES_H