/*************************************************************************/ /* gpu_particles_3d.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "gpu_particles_3d.h" #include "core/os/os.h" #include "scene/resources/particles_material.h" #include "servers/rendering_server.h" AABB GPUParticles3D::get_aabb() const { return AABB(); } Vector GPUParticles3D::get_faces(uint32_t p_usage_flags) const { return Vector(); } void GPUParticles3D::set_emitting(bool p_emitting) { RS::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 GPUParticles3D::set_amount(int p_amount) { ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1."); amount = p_amount; RS::get_singleton()->particles_set_amount(particles, amount); } void GPUParticles3D::set_lifetime(double p_lifetime) { ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0."); lifetime = p_lifetime; RS::get_singleton()->particles_set_lifetime(particles, lifetime); } void GPUParticles3D::set_one_shot(bool p_one_shot) { one_shot = p_one_shot; RS::get_singleton()->particles_set_one_shot(particles, one_shot); if (is_emitting()) { set_process_internal(true); if (!one_shot) { RenderingServer::get_singleton()->particles_restart(particles); } } if (!one_shot) { set_process_internal(false); } } void GPUParticles3D::set_pre_process_time(double p_time) { pre_process_time = p_time; RS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time); } void GPUParticles3D::set_explosiveness_ratio(real_t p_ratio) { explosiveness_ratio = p_ratio; RS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio); } void GPUParticles3D::set_randomness_ratio(real_t p_ratio) { randomness_ratio = p_ratio; RS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio); } void GPUParticles3D::set_visibility_aabb(const AABB &p_aabb) { visibility_aabb = p_aabb; RS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb); update_gizmos(); } void GPUParticles3D::set_use_local_coordinates(bool p_enable) { local_coords = p_enable; RS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords); } void GPUParticles3D::set_process_material(const Ref &p_material) { process_material = p_material; RID material_rid; if (process_material.is_valid()) { material_rid = process_material->get_rid(); } RS::get_singleton()->particles_set_process_material(particles, material_rid); update_configuration_warnings(); } void GPUParticles3D::set_speed_scale(double p_scale) { speed_scale = p_scale; RS::get_singleton()->particles_set_speed_scale(particles, p_scale); } void GPUParticles3D::set_collision_base_size(real_t p_size) { collision_base_size = p_size; RS::get_singleton()->particles_set_collision_base_size(particles, p_size); } bool GPUParticles3D::is_emitting() const { return RS::get_singleton()->particles_get_emitting(particles); } int GPUParticles3D::get_amount() const { return amount; } double GPUParticles3D::get_lifetime() const { return lifetime; } bool GPUParticles3D::get_one_shot() const { return one_shot; } double GPUParticles3D::get_pre_process_time() const { return pre_process_time; } real_t GPUParticles3D::get_explosiveness_ratio() const { return explosiveness_ratio; } real_t GPUParticles3D::get_randomness_ratio() const { return randomness_ratio; } AABB GPUParticles3D::get_visibility_aabb() const { return visibility_aabb; } bool GPUParticles3D::get_use_local_coordinates() const { return local_coords; } Ref GPUParticles3D::get_process_material() const { return process_material; } double GPUParticles3D::get_speed_scale() const { return speed_scale; } real_t GPUParticles3D::get_collision_base_size() const { return collision_base_size; } void GPUParticles3D::set_draw_order(DrawOrder p_order) { draw_order = p_order; RS::get_singleton()->particles_set_draw_order(particles, RS::ParticlesDrawOrder(p_order)); } void GPUParticles3D::set_trail_enabled(bool p_enabled) { trail_enabled = p_enabled; RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_length); update_configuration_warnings(); } void GPUParticles3D::set_trail_length(double p_seconds) { ERR_FAIL_COND(p_seconds < 0.001); trail_length = p_seconds; RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_length); } bool GPUParticles3D::is_trail_enabled() const { return trail_enabled; } double GPUParticles3D::get_trail_length() const { return trail_length; } GPUParticles3D::DrawOrder GPUParticles3D::get_draw_order() const { return draw_order; } void GPUParticles3D::set_draw_passes(int p_count) { ERR_FAIL_COND(p_count < 1); for (int i = p_count; i < draw_passes.size(); i++) { set_draw_pass_mesh(i, Ref()); } draw_passes.resize(p_count); RS::get_singleton()->particles_set_draw_passes(particles, p_count); notify_property_list_changed(); } int GPUParticles3D::get_draw_passes() const { return draw_passes.size(); } void GPUParticles3D::set_draw_pass_mesh(int p_pass, const Ref &p_mesh) { ERR_FAIL_INDEX(p_pass, draw_passes.size()); if (Engine::get_singleton()->is_editor_hint() && draw_passes.write[p_pass].is_valid()) { draw_passes.write[p_pass]->disconnect("changed", callable_mp((Node *)this, &Node::update_configuration_warnings)); } draw_passes.write[p_pass] = p_mesh; if (Engine::get_singleton()->is_editor_hint() && draw_passes.write[p_pass].is_valid()) { draw_passes.write[p_pass]->connect("changed", callable_mp((Node *)this, &Node::update_configuration_warnings), varray(), CONNECT_DEFERRED); } RID mesh_rid; if (p_mesh.is_valid()) { mesh_rid = p_mesh->get_rid(); } RS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid); _skinning_changed(); update_configuration_warnings(); } Ref GPUParticles3D::get_draw_pass_mesh(int p_pass) const { ERR_FAIL_INDEX_V(p_pass, draw_passes.size(), Ref()); return draw_passes[p_pass]; } void GPUParticles3D::set_fixed_fps(int p_count) { fixed_fps = p_count; RS::get_singleton()->particles_set_fixed_fps(particles, p_count); } int GPUParticles3D::get_fixed_fps() const { return fixed_fps; } void GPUParticles3D::set_fractional_delta(bool p_enable) { fractional_delta = p_enable; RS::get_singleton()->particles_set_fractional_delta(particles, p_enable); } bool GPUParticles3D::get_fractional_delta() const { return fractional_delta; } void GPUParticles3D::set_interpolate(bool p_enable) { interpolate = p_enable; RS::get_singleton()->particles_set_interpolate(particles, p_enable); } bool GPUParticles3D::get_interpolate() const { return interpolate; } TypedArray GPUParticles3D::get_configuration_warnings() const { TypedArray warnings = Node::get_configuration_warnings(); if (RenderingServer::get_singleton()->is_low_end()) { warnings.push_back(TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles3D node instead. You can use the \"Convert to CPUParticles3D\" option for this purpose.")); } bool meshes_found = false; bool anim_material_found = false; for (int i = 0; i < draw_passes.size(); i++) { if (draw_passes[i].is_valid()) { meshes_found = true; for (int j = 0; j < draw_passes[i]->get_surface_count(); j++) { anim_material_found = Object::cast_to(draw_passes[i]->surface_get_material(j).ptr()) != nullptr; BaseMaterial3D *spat = Object::cast_to(draw_passes[i]->surface_get_material(j).ptr()); anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES); } if (anim_material_found) { break; } } } anim_material_found = anim_material_found || Object::cast_to(get_material_override().ptr()) != nullptr; { BaseMaterial3D *spat = Object::cast_to(get_material_override().ptr()); anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == BaseMaterial3D::BILLBOARD_PARTICLES); } if (!meshes_found) { warnings.push_back(TTR("Nothing is visible because meshes have not been assigned to draw passes.")); } if (process_material.is_null()) { warnings.push_back(TTR("A material to process the particles is not assigned, so no behavior is imprinted.")); } else { const ParticlesMaterial *process = Object::cast_to(process_material.ptr()); if (!anim_material_found && 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())) { warnings.push_back(TTR("Particles animation requires the usage of a BaseMaterial3D whose Billboard Mode is set to \"Particle Billboard\".")); } } if (trail_enabled) { int dp_count = 0; bool missing_trails = false; bool no_materials = false; for (int i = 0; i < draw_passes.size(); i++) { Ref draw_pass = draw_passes[i]; if (draw_pass.is_valid() && draw_pass->get_builtin_bind_pose_count() > 0) { dp_count++; } if (draw_pass.is_valid()) { int mats_found = 0; for (int j = 0; j < draw_passes[i]->get_surface_count(); j++) { BaseMaterial3D *spat = Object::cast_to(draw_passes[i]->surface_get_material(j).ptr()); if (spat) { mats_found++; } if (spat && !spat->get_flag(BaseMaterial3D::FLAG_PARTICLE_TRAILS_MODE)) { missing_trails = true; } } if (mats_found != draw_passes[i]->get_surface_count()) { no_materials = true; } } } BaseMaterial3D *spat = Object::cast_to(get_material_override().ptr()); if (spat) { no_materials = false; } if (spat && !spat->get_flag(BaseMaterial3D::FLAG_PARTICLE_TRAILS_MODE)) { missing_trails = true; } if (dp_count && skin.is_valid()) { warnings.push_back(TTR("Using Trail meshes with a skin causes Skin to override Trail poses. Suggest removing the Skin.")); } else if (dp_count == 0 && skin.is_null()) { warnings.push_back(TTR("Trails active, but neither Trail meshes or a Skin were found.")); } else if (dp_count > 1) { warnings.push_back(TTR("Only one Trail mesh is supported. If you want to use more than a single mesh, a Skin is needed (see documentation).")); } if ((dp_count || !skin.is_null()) && (missing_trails || no_materials)) { warnings.push_back(TTR("Trails enabled, but one or more mesh materials are either missing or not set for trails rendering.")); } } return warnings; } void GPUParticles3D::restart() { RenderingServer::get_singleton()->particles_restart(particles); RenderingServer::get_singleton()->particles_set_emitting(particles, true); } AABB GPUParticles3D::capture_aabb() const { return RS::get_singleton()->particles_get_current_aabb(particles); } void GPUParticles3D::_validate_property(PropertyInfo &property) const { if (property.name.begins_with("draw_pass_")) { int index = property.name.get_slicec('_', 2).to_int() - 1; if (index >= draw_passes.size()) { property.usage = PROPERTY_USAGE_NONE; return; } } } void GPUParticles3D::emit_particle(const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) { RS::get_singleton()->particles_emit(particles, p_transform, p_velocity, p_color, p_custom, p_emit_flags); } void GPUParticles3D::_attach_sub_emitter() { Node *n = get_node_or_null(sub_emitter); if (n) { GPUParticles3D *sen = Object::cast_to(n); if (sen && sen != this) { RS::get_singleton()->particles_set_subemitter(particles, sen->particles); } } } void GPUParticles3D::set_sub_emitter(const NodePath &p_path) { if (is_inside_tree()) { RS::get_singleton()->particles_set_subemitter(particles, RID()); } sub_emitter = p_path; if (is_inside_tree() && sub_emitter != NodePath()) { _attach_sub_emitter(); } } NodePath GPUParticles3D::get_sub_emitter() const { return sub_emitter; } void GPUParticles3D::_notification(int p_what) { if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) { if (can_process()) { RS::get_singleton()->particles_set_speed_scale(particles, speed_scale); } else { RS::get_singleton()->particles_set_speed_scale(particles, 0); } } // Use internal process when emitting and one_shot is on so that when // the shot ends the editor can properly update if (p_what == NOTIFICATION_INTERNAL_PROCESS) { if (one_shot && !is_emitting()) { notify_property_list_changed(); set_process_internal(false); } } if (p_what == NOTIFICATION_ENTER_TREE) { if (sub_emitter != NodePath()) { _attach_sub_emitter(); } } if (p_what == NOTIFICATION_EXIT_TREE) { RS::get_singleton()->particles_set_subemitter(particles, RID()); } if (p_what == NOTIFICATION_VISIBILITY_CHANGED) { // make sure particles are updated before rendering occurs if they were active before if (is_visible_in_tree() && !RS::get_singleton()->particles_is_inactive(particles)) { RS::get_singleton()->particles_request_process(particles); } } } void GPUParticles3D::_skinning_changed() { Vector xforms; if (skin.is_valid()) { xforms.resize(skin->get_bind_count()); for (int i = 0; i < skin->get_bind_count(); i++) { xforms.write[i] = skin->get_bind_pose(i); } } else { for (int i = 0; i < draw_passes.size(); i++) { Ref draw_pass = draw_passes[i]; if (draw_pass.is_valid() && draw_pass->get_builtin_bind_pose_count() > 0) { xforms.resize(draw_pass->get_builtin_bind_pose_count()); for (int j = 0; j < draw_pass->get_builtin_bind_pose_count(); j++) { xforms.write[i] = draw_pass->get_builtin_bind_pose(j); } break; } } } RS::get_singleton()->particles_set_trail_bind_poses(particles, xforms); update_configuration_warnings(); } void GPUParticles3D::set_skin(const Ref &p_skin) { skin = p_skin; _skinning_changed(); } Ref GPUParticles3D::get_skin() const { return skin; } void GPUParticles3D::set_transform_align(TransformAlign p_align) { ERR_FAIL_INDEX(uint32_t(p_align), 4); transform_align = p_align; RS::get_singleton()->particles_set_transform_align(particles, RS::ParticlesTransformAlign(transform_align)); } GPUParticles3D::TransformAlign GPUParticles3D::get_transform_align() const { return transform_align; } void GPUParticles3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &GPUParticles3D::set_emitting); ClassDB::bind_method(D_METHOD("set_amount", "amount"), &GPUParticles3D::set_amount); ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &GPUParticles3D::set_lifetime); ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &GPUParticles3D::set_one_shot); ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &GPUParticles3D::set_pre_process_time); ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &GPUParticles3D::set_explosiveness_ratio); ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &GPUParticles3D::set_randomness_ratio); ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &GPUParticles3D::set_visibility_aabb); ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &GPUParticles3D::set_use_local_coordinates); ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &GPUParticles3D::set_fixed_fps); ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &GPUParticles3D::set_fractional_delta); ClassDB::bind_method(D_METHOD("set_interpolate", "enable"), &GPUParticles3D::set_interpolate); ClassDB::bind_method(D_METHOD("set_process_material", "material"), &GPUParticles3D::set_process_material); ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &GPUParticles3D::set_speed_scale); ClassDB::bind_method(D_METHOD("set_collision_base_size", "size"), &GPUParticles3D::set_collision_base_size); ClassDB::bind_method(D_METHOD("is_emitting"), &GPUParticles3D::is_emitting); ClassDB::bind_method(D_METHOD("get_amount"), &GPUParticles3D::get_amount); ClassDB::bind_method(D_METHOD("get_lifetime"), &GPUParticles3D::get_lifetime); ClassDB::bind_method(D_METHOD("get_one_shot"), &GPUParticles3D::get_one_shot); ClassDB::bind_method(D_METHOD("get_pre_process_time"), &GPUParticles3D::get_pre_process_time); ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &GPUParticles3D::get_explosiveness_ratio); ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &GPUParticles3D::get_randomness_ratio); ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &GPUParticles3D::get_visibility_aabb); ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &GPUParticles3D::get_use_local_coordinates); ClassDB::bind_method(D_METHOD("get_fixed_fps"), &GPUParticles3D::get_fixed_fps); ClassDB::bind_method(D_METHOD("get_fractional_delta"), &GPUParticles3D::get_fractional_delta); ClassDB::bind_method(D_METHOD("get_interpolate"), &GPUParticles3D::get_interpolate); ClassDB::bind_method(D_METHOD("get_process_material"), &GPUParticles3D::get_process_material); ClassDB::bind_method(D_METHOD("get_speed_scale"), &GPUParticles3D::get_speed_scale); ClassDB::bind_method(D_METHOD("get_collision_base_size"), &GPUParticles3D::get_collision_base_size); ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &GPUParticles3D::set_draw_order); ClassDB::bind_method(D_METHOD("get_draw_order"), &GPUParticles3D::get_draw_order); ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &GPUParticles3D::set_draw_passes); ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh"), &GPUParticles3D::set_draw_pass_mesh); ClassDB::bind_method(D_METHOD("get_draw_passes"), &GPUParticles3D::get_draw_passes); ClassDB::bind_method(D_METHOD("get_draw_pass_mesh", "pass"), &GPUParticles3D::get_draw_pass_mesh); ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GPUParticles3D::set_skin); ClassDB::bind_method(D_METHOD("get_skin"), &GPUParticles3D::get_skin); ClassDB::bind_method(D_METHOD("restart"), &GPUParticles3D::restart); ClassDB::bind_method(D_METHOD("capture_aabb"), &GPUParticles3D::capture_aabb); ClassDB::bind_method(D_METHOD("set_sub_emitter", "path"), &GPUParticles3D::set_sub_emitter); ClassDB::bind_method(D_METHOD("get_sub_emitter"), &GPUParticles3D::get_sub_emitter); ClassDB::bind_method(D_METHOD("emit_particle", "xform", "velocity", "color", "custom", "flags"), &GPUParticles3D::emit_particle); ClassDB::bind_method(D_METHOD("set_trail_enabled", "enabled"), &GPUParticles3D::set_trail_enabled); ClassDB::bind_method(D_METHOD("set_trail_length", "secs"), &GPUParticles3D::set_trail_length); ClassDB::bind_method(D_METHOD("is_trail_enabled"), &GPUParticles3D::is_trail_enabled); ClassDB::bind_method(D_METHOD("get_trail_length"), &GPUParticles3D::get_trail_length); ClassDB::bind_method(D_METHOD("set_transform_align", "align"), &GPUParticles3D::set_transform_align); ClassDB::bind_method(D_METHOD("get_transform_align"), &GPUParticles3D::get_transform_align); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting"); ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "sub_emitter", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GPUParticles3D"), "set_sub_emitter", "get_sub_emitter"); ADD_GROUP("Time", ""); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater,exp"), "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,exp"), "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, "interpolate"), "set_interpolate", "get_interpolate"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta"); ADD_GROUP("Collision", "collision_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_base_size", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_collision_base_size", "get_collision_base_size"); ADD_GROUP("Drawing", ""); ADD_PROPERTY(PropertyInfo(Variant::AABB, "visibility_aabb"), "set_visibility_aabb", "get_visibility_aabb"); 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,Reverse Lifetime,View Depth"), "set_draw_order", "get_draw_order"); ADD_PROPERTY(PropertyInfo(Variant::INT, "transform_align", PROPERTY_HINT_ENUM, "Disabled,ZBillboard,YToVelocity,ZBillboardYToVelocity"), "set_transform_align", "get_transform_align"); ADD_GROUP("Trails", "trail_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trail_enabled"), "set_trail_enabled", "is_trail_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "trail_length_secs", PROPERTY_HINT_RANGE, "0.01,10,0.01"), "set_trail_length", "get_trail_length"); ADD_GROUP("Process Material", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material"); ADD_GROUP("Draw Passes", "draw_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes"); for (int i = 0; i < MAX_DRAW_PASSES; i++) { ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "draw_pass_" + itos(i + 1), PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_draw_pass_mesh", "get_draw_pass_mesh", i); } ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "draw_skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin"); BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX); BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME); BIND_ENUM_CONSTANT(DRAW_ORDER_REVERSE_LIFETIME); BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH); BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION); BIND_ENUM_CONSTANT(EMIT_FLAG_ROTATION_SCALE); BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY); BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR); BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM); BIND_CONSTANT(MAX_DRAW_PASSES); BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_DISABLED); BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_Z_BILLBOARD); BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_Y_TO_VELOCITY); BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY); } GPUParticles3D::GPUParticles3D() { particles = RS::get_singleton()->particles_create(); RS::get_singleton()->particles_set_mode(particles, RS::PARTICLES_MODE_3D); set_base(particles); 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(30); set_fractional_delta(true); set_interpolate(true); set_pre_process_time(0); set_explosiveness_ratio(0); set_randomness_ratio(0); set_trail_length(0.3); set_visibility_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))); set_use_local_coordinates(true); set_draw_passes(1); set_draw_order(DRAW_ORDER_INDEX); set_speed_scale(1); set_collision_base_size(collision_base_size); set_transform_align(TRANSFORM_ALIGN_DISABLED); } GPUParticles3D::~GPUParticles3D() { RS::get_singleton()->free(particles); }