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/*************************************************************************/
/*  gpu_particles_collision_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 GPU_PARTICLES_COLLISION_3D_H
#define GPU_PARTICLES_COLLISION_3D_H

#include "core/templates/local_vector.h"
#include "core/templates/rid.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/material.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;

	virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }

	~GPUParticlesCollision3D();
};

class GPUParticlesCollisionSphere : public GPUParticlesCollision3D {
	GDCLASS(GPUParticlesCollisionSphere, GPUParticlesCollision3D);

	float radius = 1.0;

protected:
	static void _bind_methods();

public:
	void set_radius(float p_radius);
	float get_radius() const;

	virtual AABB get_aabb() const override;

	GPUParticlesCollisionSphere();
	~GPUParticlesCollisionSphere();
};

class GPUParticlesCollisionBox : public GPUParticlesCollision3D {
	GDCLASS(GPUParticlesCollisionBox, 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;

	GPUParticlesCollisionBox();
	~GPUParticlesCollisionBox();
};

class GPUParticlesCollisionSDF : public GPUParticlesCollision3D {
	GDCLASS(GPUParticlesCollisionSDF, 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<Texture3D> texture;
	float thickness = 1.0;

	struct PlotMesh {
		Ref<Mesh> mesh;
		Transform3D local_xform;
	};

	void _find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &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> &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<Texture3D> &p_texture);
	Ref<Texture3D> get_texture() const;

	Vector3i get_estimated_cell_size() const;
	Ref<Image> bake();

	virtual AABB get_aabb() const override;

	static BakeBeginFunc bake_begin_function;
	static BakeStepFunc bake_step_function;
	static BakeEndFunc bake_end_function;

	GPUParticlesCollisionSDF();
	~GPUParticlesCollisionSDF();
};

VARIANT_ENUM_CAST(GPUParticlesCollisionSDF::Resolution)

class GPUParticlesCollisionHeightField : public GPUParticlesCollision3D {
	GDCLASS(GPUParticlesCollisionHeightField, 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;

	GPUParticlesCollisionHeightField();
	~GPUParticlesCollisionHeightField();
};

VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::Resolution)
VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::UpdateMode)

class GPUParticlesAttractor3D : public VisualInstance3D {
	GDCLASS(GPUParticlesAttractor3D, VisualInstance3D);

	uint32_t cull_mask = 0xFFFFFFFF;
	RID collision;
	float strength = 1.0;
	float attenuation = 1.0;
	float 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(float p_strength);
	float get_strength() const;

	void set_attenuation(float p_attenuation);
	float get_attenuation() const;

	void set_directionality(float p_directionality);
	float get_directionality() const;

	virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }

	~GPUParticlesAttractor3D();
};

class GPUParticlesAttractorSphere : public GPUParticlesAttractor3D {
	GDCLASS(GPUParticlesAttractorSphere, GPUParticlesAttractor3D);

	float radius = 1.0;

protected:
	static void _bind_methods();

public:
	void set_radius(float p_radius);
	float get_radius() const;

	virtual AABB get_aabb() const override;

	GPUParticlesAttractorSphere();
	~GPUParticlesAttractorSphere();
};

class GPUParticlesAttractorBox : public GPUParticlesAttractor3D {
	GDCLASS(GPUParticlesAttractorBox, 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;

	GPUParticlesAttractorBox();
	~GPUParticlesAttractorBox();
};

class GPUParticlesAttractorVectorField : public GPUParticlesAttractor3D {
	GDCLASS(GPUParticlesAttractorVectorField, GPUParticlesAttractor3D);

	Vector3 extents = Vector3(1, 1, 1);
	Ref<Texture3D> texture;

protected:
	static void _bind_methods();

public:
	void set_extents(const Vector3 &p_extents);
	Vector3 get_extents() const;

	void set_texture(const Ref<Texture3D> &p_texture);
	Ref<Texture3D> get_texture() const;

	virtual AABB get_aabb() const override;

	GPUParticlesAttractorVectorField();
	~GPUParticlesAttractorVectorField();
};

#endif // GPU_PARTICLES_COLLISION_3D_H