/*************************************************************************/ /* gpu_particles_collision_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 GPU_PARTICLES_COLLISION_3D_H #define GPU_PARTICLES_COLLISION_3D_H #include "core/templates/local_vector.h" #include "scene/3d/visual_instance_3d.h" class GPUParticlesCollision3D : public VisualInstance3D { GDCLASS(GPUParticlesCollision3D, VisualInstance3D); uint32_t cull_mask = 0xFFFFFFFF; RID collision; protected: _FORCE_INLINE_ RID _get_collision() { return collision; } static void _bind_methods(); GPUParticlesCollision3D(RS::ParticlesCollisionType p_type); public: void set_cull_mask(uint32_t p_cull_mask); uint32_t get_cull_mask() const; ~GPUParticlesCollision3D(); }; class GPUParticlesCollisionSphere3D : public GPUParticlesCollision3D { GDCLASS(GPUParticlesCollisionSphere3D, GPUParticlesCollision3D); real_t radius = 1.0; protected: static void _bind_methods(); public: void set_radius(real_t p_radius); real_t get_radius() const; virtual AABB get_aabb() const override; GPUParticlesCollisionSphere3D(); ~GPUParticlesCollisionSphere3D(); }; class GPUParticlesCollisionBox3D : public GPUParticlesCollision3D { GDCLASS(GPUParticlesCollisionBox3D, GPUParticlesCollision3D); Vector3 extents = Vector3(1, 1, 1); protected: static void _bind_methods(); public: void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; virtual AABB get_aabb() const override; GPUParticlesCollisionBox3D(); ~GPUParticlesCollisionBox3D(); }; class GPUParticlesCollisionSDF3D : public GPUParticlesCollision3D { GDCLASS(GPUParticlesCollisionSDF3D, GPUParticlesCollision3D); public: enum Resolution { RESOLUTION_16, RESOLUTION_32, RESOLUTION_64, RESOLUTION_128, RESOLUTION_256, RESOLUTION_512, RESOLUTION_MAX, }; typedef void (*BakeBeginFunc)(int); typedef void (*BakeStepFunc)(int, const String &); typedef void (*BakeEndFunc)(); private: Vector3 extents = Vector3(1, 1, 1); Resolution resolution = RESOLUTION_64; Ref texture; float thickness = 1.0; struct PlotMesh { Ref mesh; Transform3D local_xform; }; void _find_meshes(const AABB &p_aabb, Node *p_at_node, List &plot_meshes); struct BVH { enum { LEAF_BIT = 1 << 30, LEAF_MASK = LEAF_BIT - 1 }; AABB bounds; uint32_t children[2] = {}; }; struct FacePos { Vector3 center; uint32_t index = 0; }; struct FaceSort { uint32_t axis = 0; bool operator()(const FacePos &p_left, const FacePos &p_right) const { return p_left.center[axis] < p_right.center[axis]; } }; uint32_t _create_bvh(LocalVector &bvh_tree, FacePos *p_faces, uint32_t p_face_count, const Face3 *p_triangles, float p_thickness); struct ComputeSDFParams { float *cells = nullptr; Vector3i size; float cell_size = 0.0; Vector3 cell_offset; const BVH *bvh = nullptr; const Face3 *triangles = nullptr; float thickness = 0.0; }; void _find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance); void _compute_sdf_z(uint32_t p_z, ComputeSDFParams *params); void _compute_sdf(ComputeSDFParams *params); protected: static void _bind_methods(); public: void set_thickness(float p_thickness); float get_thickness() const; void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; void set_resolution(Resolution p_resolution); Resolution get_resolution() const; void set_texture(const Ref &p_texture); Ref get_texture() const; Vector3i get_estimated_cell_size() const; Ref bake(); virtual AABB get_aabb() const override; static BakeBeginFunc bake_begin_function; static BakeStepFunc bake_step_function; static BakeEndFunc bake_end_function; GPUParticlesCollisionSDF3D(); ~GPUParticlesCollisionSDF3D(); }; VARIANT_ENUM_CAST(GPUParticlesCollisionSDF3D::Resolution) class GPUParticlesCollisionHeightField3D : public GPUParticlesCollision3D { GDCLASS(GPUParticlesCollisionHeightField3D, GPUParticlesCollision3D); public: enum Resolution { RESOLUTION_256, RESOLUTION_512, RESOLUTION_1024, RESOLUTION_2048, RESOLUTION_4096, RESOLUTION_8192, RESOLUTION_MAX, }; enum UpdateMode { UPDATE_MODE_WHEN_MOVED, UPDATE_MODE_ALWAYS, }; private: Vector3 extents = Vector3(1, 1, 1); Resolution resolution = RESOLUTION_1024; bool follow_camera_mode = false; float follow_camera_push_ratio = 0.1; UpdateMode update_mode = UPDATE_MODE_WHEN_MOVED; protected: void _notification(int p_what); static void _bind_methods(); public: void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; void set_resolution(Resolution p_resolution); Resolution get_resolution() const; void set_update_mode(UpdateMode p_update_mode); UpdateMode get_update_mode() const; void set_follow_camera_mode(bool p_enabled); bool is_follow_camera_mode_enabled() const; void set_follow_camera_push_ratio(float p_ratio); float get_follow_camera_push_ratio() const; virtual AABB get_aabb() const override; GPUParticlesCollisionHeightField3D(); ~GPUParticlesCollisionHeightField3D(); }; VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField3D::Resolution) VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField3D::UpdateMode) class GPUParticlesAttractor3D : public VisualInstance3D { GDCLASS(GPUParticlesAttractor3D, VisualInstance3D); uint32_t cull_mask = 0xFFFFFFFF; RID collision; real_t strength = 1.0; real_t attenuation = 1.0; real_t directionality = 0.0; protected: _FORCE_INLINE_ RID _get_collision() { return collision; } static void _bind_methods(); GPUParticlesAttractor3D(RS::ParticlesCollisionType p_type); public: void set_cull_mask(uint32_t p_cull_mask); uint32_t get_cull_mask() const; void set_strength(real_t p_strength); real_t get_strength() const; void set_attenuation(real_t p_attenuation); real_t get_attenuation() const; void set_directionality(real_t p_directionality); real_t get_directionality() const; ~GPUParticlesAttractor3D(); }; class GPUParticlesAttractorSphere3D : public GPUParticlesAttractor3D { GDCLASS(GPUParticlesAttractorSphere3D, GPUParticlesAttractor3D); real_t radius = 1.0; protected: static void _bind_methods(); public: void set_radius(real_t p_radius); real_t get_radius() const; virtual AABB get_aabb() const override; GPUParticlesAttractorSphere3D(); ~GPUParticlesAttractorSphere3D(); }; class GPUParticlesAttractorBox3D : public GPUParticlesAttractor3D { GDCLASS(GPUParticlesAttractorBox3D, GPUParticlesAttractor3D); Vector3 extents = Vector3(1, 1, 1); protected: static void _bind_methods(); public: void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; virtual AABB get_aabb() const override; GPUParticlesAttractorBox3D(); ~GPUParticlesAttractorBox3D(); }; class GPUParticlesAttractorVectorField3D : public GPUParticlesAttractor3D { GDCLASS(GPUParticlesAttractorVectorField3D, GPUParticlesAttractor3D); Vector3 extents = Vector3(1, 1, 1); Ref texture; protected: static void _bind_methods(); public: void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; void set_texture(const Ref &p_texture); Ref get_texture() const; virtual AABB get_aabb() const override; GPUParticlesAttractorVectorField3D(); ~GPUParticlesAttractorVectorField3D(); }; #endif // GPU_PARTICLES_COLLISION_3D_H