godot/scene/2d/cpu_particles_2d.cpp
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00

1512 lines
52 KiB
C++

/*************************************************************************/
/* cpu_particles_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "cpu_particles_2d.h"
#include "core/core_string_names.h"
#include "scene/2d/canvas_item.h"
#include "scene/2d/particles_2d.h"
#include "scene/resources/particles_material.h"
#include "servers/visual_server.h"
void CPUParticles2D::set_emitting(bool p_emitting) {
if (emitting == p_emitting)
return;
emitting = p_emitting;
if (emitting)
set_process_internal(true);
}
void CPUParticles2D::set_amount(int p_amount) {
ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles must be greater than 0.");
particles.resize(p_amount);
{
Particle *w = particles.ptrw();
for (int i = 0; i < p_amount; i++) {
w[i].active = false;
}
}
particle_data.resize((8 + 4 + 4) * p_amount);
VS::get_singleton()->multimesh_allocate(multimesh, p_amount, VS::MULTIMESH_TRANSFORM_2D, true, true);
particle_order.resize(p_amount);
}
void CPUParticles2D::set_lifetime(float p_lifetime) {
ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
lifetime = p_lifetime;
}
void CPUParticles2D::set_one_shot(bool p_one_shot) {
one_shot = p_one_shot;
}
void CPUParticles2D::set_pre_process_time(float p_time) {
pre_process_time = p_time;
}
void CPUParticles2D::set_explosiveness_ratio(float p_ratio) {
explosiveness_ratio = p_ratio;
}
void CPUParticles2D::set_randomness_ratio(float p_ratio) {
randomness_ratio = p_ratio;
}
void CPUParticles2D::set_lifetime_randomness(float p_random) {
lifetime_randomness = p_random;
}
void CPUParticles2D::set_use_local_coordinates(bool p_enable) {
local_coords = p_enable;
set_notify_transform(!p_enable);
}
void CPUParticles2D::set_speed_scale(float p_scale) {
speed_scale = p_scale;
}
bool CPUParticles2D::is_emitting() const {
return emitting;
}
int CPUParticles2D::get_amount() const {
return particles.size();
}
float CPUParticles2D::get_lifetime() const {
return lifetime;
}
bool CPUParticles2D::get_one_shot() const {
return one_shot;
}
float CPUParticles2D::get_pre_process_time() const {
return pre_process_time;
}
float CPUParticles2D::get_explosiveness_ratio() const {
return explosiveness_ratio;
}
float CPUParticles2D::get_randomness_ratio() const {
return randomness_ratio;
}
float CPUParticles2D::get_lifetime_randomness() const {
return lifetime_randomness;
}
bool CPUParticles2D::get_use_local_coordinates() const {
return local_coords;
}
float CPUParticles2D::get_speed_scale() const {
return speed_scale;
}
void CPUParticles2D::set_draw_order(DrawOrder p_order) {
draw_order = p_order;
}
CPUParticles2D::DrawOrder CPUParticles2D::get_draw_order() const {
return draw_order;
}
void CPUParticles2D::_update_mesh_texture() {
Size2 tex_size;
if (texture.is_valid()) {
tex_size = texture->get_size();
} else {
tex_size = Size2(1, 1);
}
Vector<Vector2> vertices;
vertices.push_back(-tex_size * 0.5);
vertices.push_back(-tex_size * 0.5 + Vector2(tex_size.x, 0));
vertices.push_back(-tex_size * 0.5 + Vector2(tex_size.x, tex_size.y));
vertices.push_back(-tex_size * 0.5 + Vector2(0, tex_size.y));
Vector<Vector2> uvs;
AtlasTexture *atlas_texure = Object::cast_to<AtlasTexture>(*texture);
if (atlas_texure && atlas_texure->get_atlas().is_valid()) {
Rect2 region_rect = atlas_texure->get_region();
Size2 atlas_size = atlas_texure->get_atlas()->get_size();
uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, region_rect.position.y / atlas_size.y));
uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, region_rect.position.y / atlas_size.y));
uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
} else {
uvs.push_back(Vector2(0, 0));
uvs.push_back(Vector2(1, 0));
uvs.push_back(Vector2(1, 1));
uvs.push_back(Vector2(0, 1));
}
Vector<Color> colors;
colors.push_back(Color(1, 1, 1, 1));
colors.push_back(Color(1, 1, 1, 1));
colors.push_back(Color(1, 1, 1, 1));
colors.push_back(Color(1, 1, 1, 1));
Vector<int> indices;
indices.push_back(0);
indices.push_back(1);
indices.push_back(2);
indices.push_back(2);
indices.push_back(3);
indices.push_back(0);
Array arr;
arr.resize(VS::ARRAY_MAX);
arr[VS::ARRAY_VERTEX] = vertices;
arr[VS::ARRAY_TEX_UV] = uvs;
arr[VS::ARRAY_COLOR] = colors;
arr[VS::ARRAY_INDEX] = indices;
VS::get_singleton()->mesh_clear(mesh);
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLES, arr);
}
void CPUParticles2D::set_texture(const Ref<Texture2D> &p_texture) {
if (p_texture == texture)
return;
if (texture.is_valid())
texture->disconnect_compat(CoreStringNames::get_singleton()->changed, this, "_texture_changed");
texture = p_texture;
if (texture.is_valid())
texture->connect_compat(CoreStringNames::get_singleton()->changed, this, "_texture_changed");
update();
_update_mesh_texture();
}
void CPUParticles2D::_texture_changed() {
if (texture.is_valid()) {
update();
_update_mesh_texture();
}
}
Ref<Texture2D> CPUParticles2D::get_texture() const {
return texture;
}
void CPUParticles2D::set_normalmap(const Ref<Texture2D> &p_normalmap) {
normalmap = p_normalmap;
update();
}
Ref<Texture2D> CPUParticles2D::get_normalmap() const {
return normalmap;
}
void CPUParticles2D::set_fixed_fps(int p_count) {
fixed_fps = p_count;
}
int CPUParticles2D::get_fixed_fps() const {
return fixed_fps;
}
void CPUParticles2D::set_fractional_delta(bool p_enable) {
fractional_delta = p_enable;
}
bool CPUParticles2D::get_fractional_delta() const {
return fractional_delta;
}
String CPUParticles2D::get_configuration_warning() const {
String warnings;
CanvasItemMaterial *mat = Object::cast_to<CanvasItemMaterial>(get_material().ptr());
if (get_material().is_null() || (mat && !mat->get_particles_animation())) {
if (get_param(PARAM_ANIM_SPEED) != 0.0 || get_param(PARAM_ANIM_OFFSET) != 0.0 ||
get_param_curve(PARAM_ANIM_SPEED).is_valid() || get_param_curve(PARAM_ANIM_OFFSET).is_valid()) {
if (warnings != String())
warnings += "\n";
warnings += "- " + TTR("CPUParticles2D animation requires the usage of a CanvasItemMaterial with \"Particles Animation\" enabled.");
}
}
return warnings;
}
void CPUParticles2D::restart() {
time = 0;
inactive_time = 0;
frame_remainder = 0;
cycle = 0;
emitting = false;
{
int pc = particles.size();
Particle *w = particles.ptrw();
for (int i = 0; i < pc; i++) {
w[i].active = false;
}
}
set_emitting(true);
}
void CPUParticles2D::set_direction(Vector2 p_direction) {
direction = p_direction;
}
Vector2 CPUParticles2D::get_direction() const {
return direction;
}
void CPUParticles2D::set_spread(float p_spread) {
spread = p_spread;
}
float CPUParticles2D::get_spread() const {
return spread;
}
void CPUParticles2D::set_param(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
parameters[p_param] = p_value;
}
float CPUParticles2D::get_param(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return parameters[p_param];
}
void CPUParticles2D::set_param_randomness(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
randomness[p_param] = p_value;
}
float CPUParticles2D::get_param_randomness(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return randomness[p_param];
}
static void _adjust_curve_range(const Ref<Curve> &p_curve, float p_min, float p_max) {
Ref<Curve> curve = p_curve;
if (!curve.is_valid())
return;
curve->ensure_default_setup(p_min, p_max);
}
void CPUParticles2D::set_param_curve(Parameter p_param, const Ref<Curve> &p_curve) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
curve_parameters[p_param] = p_curve;
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
//do none for this one
} break;
case PARAM_ANGULAR_VELOCITY: {
_adjust_curve_range(p_curve, -360, 360);
} break;
case PARAM_ORBIT_VELOCITY: {
_adjust_curve_range(p_curve, -500, 500);
} break;
case PARAM_LINEAR_ACCEL: {
_adjust_curve_range(p_curve, -200, 200);
} break;
case PARAM_RADIAL_ACCEL: {
_adjust_curve_range(p_curve, -200, 200);
} break;
case PARAM_TANGENTIAL_ACCEL: {
_adjust_curve_range(p_curve, -200, 200);
} break;
case PARAM_DAMPING: {
_adjust_curve_range(p_curve, 0, 100);
} break;
case PARAM_ANGLE: {
_adjust_curve_range(p_curve, -360, 360);
} break;
case PARAM_SCALE: {
} break;
case PARAM_HUE_VARIATION: {
_adjust_curve_range(p_curve, -1, 1);
} break;
case PARAM_ANIM_SPEED: {
_adjust_curve_range(p_curve, 0, 200);
} break;
case PARAM_ANIM_OFFSET: {
} break;
default: {
}
}
}
Ref<Curve> CPUParticles2D::get_param_curve(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Curve>());
return curve_parameters[p_param];
}
void CPUParticles2D::set_color(const Color &p_color) {
color = p_color;
}
Color CPUParticles2D::get_color() const {
return color;
}
void CPUParticles2D::set_color_ramp(const Ref<Gradient> &p_ramp) {
color_ramp = p_ramp;
}
Ref<Gradient> CPUParticles2D::get_color_ramp() const {
return color_ramp;
}
void CPUParticles2D::set_particle_flag(Flags p_flag, bool p_enable) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
flags[p_flag] = p_enable;
}
bool CPUParticles2D::get_particle_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void CPUParticles2D::set_emission_shape(EmissionShape p_shape) {
ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
emission_shape = p_shape;
_change_notify();
}
void CPUParticles2D::set_emission_sphere_radius(float p_radius) {
emission_sphere_radius = p_radius;
}
void CPUParticles2D::set_emission_rect_extents(Vector2 p_extents) {
emission_rect_extents = p_extents;
}
void CPUParticles2D::set_emission_points(const Vector<Vector2> &p_points) {
emission_points = p_points;
}
void CPUParticles2D::set_emission_normals(const Vector<Vector2> &p_normals) {
emission_normals = p_normals;
}
void CPUParticles2D::set_emission_colors(const Vector<Color> &p_colors) {
emission_colors = p_colors;
}
float CPUParticles2D::get_emission_sphere_radius() const {
return emission_sphere_radius;
}
Vector2 CPUParticles2D::get_emission_rect_extents() const {
return emission_rect_extents;
}
Vector<Vector2> CPUParticles2D::get_emission_points() const {
return emission_points;
}
Vector<Vector2> CPUParticles2D::get_emission_normals() const {
return emission_normals;
}
Vector<Color> CPUParticles2D::get_emission_colors() const {
return emission_colors;
}
CPUParticles2D::EmissionShape CPUParticles2D::get_emission_shape() const {
return emission_shape;
}
void CPUParticles2D::set_gravity(const Vector2 &p_gravity) {
gravity = p_gravity;
}
Vector2 CPUParticles2D::get_gravity() const {
return gravity;
}
void CPUParticles2D::_validate_property(PropertyInfo &property) const {
if (property.name == "color" && color_ramp.is_valid()) {
property.usage = 0;
}
if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
property.usage = 0;
}
if (property.name == "emission_rect_extents" && emission_shape != EMISSION_SHAPE_RECTANGLE) {
property.usage = 0;
}
if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape < EMISSION_SHAPE_POINTS)) {
property.usage = 0;
}
if (property.name == "emission_normals" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
property.usage = 0;
}
if (property.name == "emission_points" && emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
property.usage = 0;
}
if (property.name == "emission_colors" && emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
property.usage = 0;
}
}
static uint32_t idhash(uint32_t x) {
x = ((x >> uint32_t(16)) ^ x) * uint32_t(0x45d9f3b);
x = ((x >> uint32_t(16)) ^ x) * uint32_t(0x45d9f3b);
x = (x >> uint32_t(16)) ^ x;
return x;
}
static float rand_from_seed(uint32_t &seed) {
int k;
int s = int(seed);
if (s == 0)
s = 305420679;
k = s / 127773;
s = 16807 * (s - k * 127773) - 2836 * k;
if (s < 0)
s += 2147483647;
seed = uint32_t(s);
return float(seed % uint32_t(65536)) / 65535.0;
}
void CPUParticles2D::_update_internal() {
if (particles.size() == 0 || !is_visible_in_tree()) {
_set_redraw(false);
return;
}
float delta = get_process_delta_time();
if (emitting) {
inactive_time = 0;
} else {
inactive_time += delta;
if (inactive_time > lifetime * 1.2) {
set_process_internal(false);
_set_redraw(false);
//reset variables
time = 0;
inactive_time = 0;
frame_remainder = 0;
cycle = 0;
return;
}
}
_set_redraw(true);
if (time == 0 && pre_process_time > 0.0) {
float frame_time;
if (fixed_fps > 0)
frame_time = 1.0 / fixed_fps;
else
frame_time = 1.0 / 30.0;
float todo = pre_process_time;
while (todo >= 0) {
_particles_process(frame_time);
todo -= frame_time;
}
}
if (fixed_fps > 0) {
float frame_time = 1.0 / fixed_fps;
float decr = frame_time;
float ldelta = delta;
if (ldelta > 0.1) { //avoid recursive stalls if fps goes below 10
ldelta = 0.1;
} else if (ldelta <= 0.0) { //unlikely but..
ldelta = 0.001;
}
float todo = frame_remainder + ldelta;
while (todo >= frame_time) {
_particles_process(frame_time);
todo -= decr;
}
frame_remainder = todo;
} else {
_particles_process(delta);
}
_update_particle_data_buffer();
}
void CPUParticles2D::_particles_process(float p_delta) {
p_delta *= speed_scale;
int pcount = particles.size();
Particle *w = particles.ptrw();
Particle *parray = w;
float prev_time = time;
time += p_delta;
if (time > lifetime) {
time = Math::fmod(time, lifetime);
cycle++;
if (one_shot && cycle > 0) {
set_emitting(false);
_change_notify();
}
}
Transform2D emission_xform;
Transform2D velocity_xform;
if (!local_coords) {
emission_xform = get_global_transform();
velocity_xform = emission_xform;
velocity_xform[2] = Vector2();
}
float system_phase = time / lifetime;
for (int i = 0; i < pcount; i++) {
Particle &p = parray[i];
if (!emitting && !p.active)
continue;
float local_delta = p_delta;
// The phase is a ratio between 0 (birth) and 1 (end of life) for each particle.
// While we use time in tests later on, for randomness we use the phase as done in the
// original shader code, and we later multiply by lifetime to get the time.
float restart_phase = float(i) / float(pcount);
if (randomness_ratio > 0.0) {
uint32_t seed = cycle;
if (restart_phase >= system_phase) {
seed -= uint32_t(1);
}
seed *= uint32_t(pcount);
seed += uint32_t(i);
float random = float(idhash(seed) % uint32_t(65536)) / 65536.0;
restart_phase += randomness_ratio * random * 1.0 / float(pcount);
}
restart_phase *= (1.0 - explosiveness_ratio);
float restart_time = restart_phase * lifetime;
bool restart = false;
if (time > prev_time) {
// restart_time >= prev_time is used so particles emit in the first frame they are processed
if (restart_time >= prev_time && restart_time < time) {
restart = true;
if (fractional_delta) {
local_delta = time - restart_time;
}
}
} else if (local_delta > 0.0) {
if (restart_time >= prev_time) {
restart = true;
if (fractional_delta) {
local_delta = lifetime - restart_time + time;
}
} else if (restart_time < time) {
restart = true;
if (fractional_delta) {
local_delta = time - restart_time;
}
}
}
if (p.time * (1.0 - explosiveness_ratio) > p.lifetime) {
restart = true;
}
if (restart) {
if (!emitting) {
p.active = false;
continue;
}
p.active = true;
/*float tex_linear_velocity = 0;
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->interpolate(0);
}*/
float tex_angle = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
tex_angle = curve_parameters[PARAM_ANGLE]->interpolate(0);
}
float tex_anim_offset = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
tex_anim_offset = curve_parameters[PARAM_ANGLE]->interpolate(0);
}
p.seed = Math::rand();
p.angle_rand = Math::randf();
p.scale_rand = Math::randf();
p.hue_rot_rand = Math::randf();
p.anim_offset_rand = Math::randf();
float angle1_rad = Math::atan2(direction.y, direction.x) + (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
Vector2 rot = Vector2(Math::cos(angle1_rad), Math::sin(angle1_rad));
p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
float base_angle = (parameters[PARAM_ANGLE] + tex_angle) * Math::lerp(1.0f, p.angle_rand, randomness[PARAM_ANGLE]);
p.rotation = Math::deg2rad(base_angle);
p.custom[0] = 0.0; // unused
p.custom[1] = 0.0; // phase [0..1]
p.custom[2] = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]); //animation phase [0..1]
p.custom[3] = 0.0;
p.transform = Transform2D();
p.time = 0;
p.lifetime = lifetime * (1.0 - Math::randf() * lifetime_randomness);
p.base_color = Color(1, 1, 1, 1);
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
float s = Math::randf(), t = 2.0 * Math_PI * Math::randf();
float radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
p.transform[2] = Vector2(Math::cos(t), Math::sin(t)) * radius;
} break;
case EMISSION_SHAPE_RECTANGLE: {
p.transform[2] = Vector2(Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0) * emission_rect_extents;
} break;
case EMISSION_SHAPE_POINTS:
case EMISSION_SHAPE_DIRECTED_POINTS: {
int pc = emission_points.size();
if (pc == 0)
break;
int random_idx = Math::rand() % pc;
p.transform[2] = emission_points.get(random_idx);
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS && emission_normals.size() == pc) {
p.velocity = emission_normals.get(random_idx);
}
if (emission_colors.size() == pc) {
p.base_color = emission_colors.get(random_idx);
}
} break;
case EMISSION_SHAPE_MAX: { // Max value for validity check.
break;
}
}
if (!local_coords) {
p.velocity = velocity_xform.xform(p.velocity);
p.transform = emission_xform * p.transform;
}
} else if (!p.active) {
continue;
} else if (p.time > p.lifetime) {
p.active = false;
} else {
uint32_t alt_seed = p.seed;
p.time += local_delta;
p.custom[1] = p.time / lifetime;
float tex_linear_velocity = 0.0;
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->interpolate(p.custom[1]);
}
float tex_orbit_velocity = 0.0;
if (curve_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
tex_orbit_velocity = curve_parameters[PARAM_ORBIT_VELOCITY]->interpolate(p.custom[1]);
}
float tex_angular_velocity = 0.0;
if (curve_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
tex_angular_velocity = curve_parameters[PARAM_ANGULAR_VELOCITY]->interpolate(p.custom[1]);
}
float tex_linear_accel = 0.0;
if (curve_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
tex_linear_accel = curve_parameters[PARAM_LINEAR_ACCEL]->interpolate(p.custom[1]);
}
float tex_tangential_accel = 0.0;
if (curve_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
tex_tangential_accel = curve_parameters[PARAM_TANGENTIAL_ACCEL]->interpolate(p.custom[1]);
}
float tex_radial_accel = 0.0;
if (curve_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
tex_radial_accel = curve_parameters[PARAM_RADIAL_ACCEL]->interpolate(p.custom[1]);
}
float tex_damping = 0.0;
if (curve_parameters[PARAM_DAMPING].is_valid()) {
tex_damping = curve_parameters[PARAM_DAMPING]->interpolate(p.custom[1]);
}
float tex_angle = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
tex_angle = curve_parameters[PARAM_ANGLE]->interpolate(p.custom[1]);
}
float tex_anim_speed = 0.0;
if (curve_parameters[PARAM_ANIM_SPEED].is_valid()) {
tex_anim_speed = curve_parameters[PARAM_ANIM_SPEED]->interpolate(p.custom[1]);
}
float tex_anim_offset = 0.0;
if (curve_parameters[PARAM_ANIM_OFFSET].is_valid()) {
tex_anim_offset = curve_parameters[PARAM_ANIM_OFFSET]->interpolate(p.custom[1]);
}
Vector2 force = gravity;
Vector2 pos = p.transform[2];
//apply linear acceleration
force += p.velocity.length() > 0.0 ? p.velocity.normalized() * (parameters[PARAM_LINEAR_ACCEL] + tex_linear_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_LINEAR_ACCEL]) : Vector2();
//apply radial acceleration
Vector2 org = emission_xform[2];
Vector2 diff = pos - org;
force += diff.length() > 0.0 ? diff.normalized() * (parameters[PARAM_RADIAL_ACCEL] + tex_radial_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_RADIAL_ACCEL]) : Vector2();
//apply tangential acceleration;
Vector2 yx = Vector2(diff.y, diff.x);
force += yx.length() > 0.0 ? (yx * Vector2(-1.0, 1.0)).normalized() * ((parameters[PARAM_TANGENTIAL_ACCEL] + tex_tangential_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_TANGENTIAL_ACCEL])) : Vector2();
//apply attractor forces
p.velocity += force * local_delta;
//orbit velocity
float orbit_amount = (parameters[PARAM_ORBIT_VELOCITY] + tex_orbit_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ORBIT_VELOCITY]);
if (orbit_amount != 0.0) {
float ang = orbit_amount * local_delta * Math_PI * 2.0;
// Not sure why the ParticlesMaterial code uses a clockwise rotation matrix,
// but we use -ang here to reproduce its behavior.
Transform2D rot = Transform2D(-ang, Vector2());
p.transform[2] -= diff;
p.transform[2] += rot.basis_xform(diff);
}
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
p.velocity = p.velocity.normalized() * tex_linear_velocity;
}
if (parameters[PARAM_DAMPING] + tex_damping > 0.0) {
float v = p.velocity.length();
float damp = (parameters[PARAM_DAMPING] + tex_damping) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_DAMPING]);
v -= damp * local_delta;
if (v < 0.0) {
p.velocity = Vector2();
} else {
p.velocity = p.velocity.normalized() * v;
}
}
float base_angle = (parameters[PARAM_ANGLE] + tex_angle) * Math::lerp(1.0f, p.angle_rand, randomness[PARAM_ANGLE]);
base_angle += p.custom[1] * lifetime * (parameters[PARAM_ANGULAR_VELOCITY] + tex_angular_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed) * 2.0f - 1.0f, randomness[PARAM_ANGULAR_VELOCITY]);
p.rotation = Math::deg2rad(base_angle); //angle
float animation_phase = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]) + p.custom[1] * (parameters[PARAM_ANIM_SPEED] + tex_anim_speed) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ANIM_SPEED]);
p.custom[2] = animation_phase;
}
//apply color
//apply hue rotation
float tex_scale = 1.0;
if (curve_parameters[PARAM_SCALE].is_valid()) {
tex_scale = curve_parameters[PARAM_SCALE]->interpolate(p.custom[1]);
}
float tex_hue_variation = 0.0;
if (curve_parameters[PARAM_HUE_VARIATION].is_valid()) {
tex_hue_variation = curve_parameters[PARAM_HUE_VARIATION]->interpolate(p.custom[1]);
}
float hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_PI * 2.0 * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
float hue_rot_c = Math::cos(hue_rot_angle);
float hue_rot_s = Math::sin(hue_rot_angle);
Basis hue_rot_mat;
{
Basis mat1(0.299, 0.587, 0.114, 0.299, 0.587, 0.114, 0.299, 0.587, 0.114);
Basis mat2(0.701, -0.587, -0.114, -0.299, 0.413, -0.114, -0.300, -0.588, 0.886);
Basis mat3(0.168, 0.330, -0.497, -0.328, 0.035, 0.292, 1.250, -1.050, -0.203);
for (int j = 0; j < 3; j++) {
hue_rot_mat[j] = mat1[j] + mat2[j] * hue_rot_c + mat3[j] * hue_rot_s;
}
}
if (color_ramp.is_valid()) {
p.color = color_ramp->get_color_at_offset(p.custom[1]) * color;
} else {
p.color = color;
}
Vector3 color_rgb = hue_rot_mat.xform_inv(Vector3(p.color.r, p.color.g, p.color.b));
p.color.r = color_rgb.x;
p.color.g = color_rgb.y;
p.color.b = color_rgb.z;
p.color *= p.base_color;
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
p.transform.elements[1] = p.velocity.normalized();
p.transform.elements[0] = p.transform.elements[1].tangent();
}
} else {
p.transform.elements[0] = Vector2(Math::cos(p.rotation), -Math::sin(p.rotation));
p.transform.elements[1] = Vector2(Math::sin(p.rotation), Math::cos(p.rotation));
}
//scale by scale
float base_scale = tex_scale * Math::lerp(parameters[PARAM_SCALE], 1.0f, p.scale_rand * randomness[PARAM_SCALE]);
if (base_scale < 0.000001) base_scale = 0.000001;
p.transform.elements[0] *= base_scale;
p.transform.elements[1] *= base_scale;
p.transform[2] += p.velocity * local_delta;
}
}
void CPUParticles2D::_update_particle_data_buffer() {
#ifndef NO_THREADS
update_mutex->lock();
#endif
{
int pc = particles.size();
int *ow;
int *order = NULL;
float *w = particle_data.ptrw();
const Particle *r = particles.ptr();
float *ptr = w;
if (draw_order != DRAW_ORDER_INDEX) {
ow = particle_order.ptrw();
order = ow;
for (int i = 0; i < pc; i++) {
order[i] = i;
}
if (draw_order == DRAW_ORDER_LIFETIME) {
SortArray<int, SortLifetime> sorter;
sorter.compare.particles = r;
sorter.sort(order, pc);
}
}
for (int i = 0; i < pc; i++) {
int idx = order ? order[i] : i;
Transform2D t = r[idx].transform;
if (!local_coords) {
t = inv_emission_transform * t;
}
if (r[idx].active) {
ptr[0] = t.elements[0][0];
ptr[1] = t.elements[1][0];
ptr[2] = 0;
ptr[3] = t.elements[2][0];
ptr[4] = t.elements[0][1];
ptr[5] = t.elements[1][1];
ptr[6] = 0;
ptr[7] = t.elements[2][1];
} else {
zeromem(ptr, sizeof(float) * 8);
}
Color c = r[idx].color;
ptr[8] = c.r;
ptr[9] = c.g;
ptr[10] = c.b;
ptr[11] = c.a;
ptr[12] = r[idx].custom[0];
ptr[13] = r[idx].custom[1];
ptr[14] = r[idx].custom[2];
ptr[15] = r[idx].custom[3];
ptr += 16;
}
}
#ifndef NO_THREADS
update_mutex->unlock();
#endif
}
void CPUParticles2D::_set_redraw(bool p_redraw) {
if (redraw == p_redraw)
return;
redraw = p_redraw;
#ifndef NO_THREADS
update_mutex->lock();
#endif
if (redraw) {
VS::get_singleton()->connect_compat("frame_pre_draw", this, "_update_render_thread");
VS::get_singleton()->canvas_item_set_update_when_visible(get_canvas_item(), true);
VS::get_singleton()->multimesh_set_visible_instances(multimesh, -1);
} else {
if (VS::get_singleton()->is_connected_compat("frame_pre_draw", this, "_update_render_thread")) {
VS::get_singleton()->disconnect_compat("frame_pre_draw", this, "_update_render_thread");
}
VS::get_singleton()->canvas_item_set_update_when_visible(get_canvas_item(), false);
VS::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
}
#ifndef NO_THREADS
update_mutex->unlock();
#endif
update(); // redraw to update render list
}
void CPUParticles2D::_update_render_thread() {
#ifndef NO_THREADS
update_mutex->lock();
#endif
VS::get_singleton()->multimesh_set_buffer(multimesh, particle_data);
#ifndef NO_THREADS
update_mutex->unlock();
#endif
}
void CPUParticles2D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
set_process_internal(emitting);
}
if (p_what == NOTIFICATION_EXIT_TREE) {
_set_redraw(false);
}
if (p_what == NOTIFICATION_DRAW) {
// first update before rendering to avoid one frame delay after emitting starts
if (emitting && (time == 0))
_update_internal();
if (!redraw)
return; // don't add to render list
RID texrid;
if (texture.is_valid()) {
texrid = texture->get_rid();
}
RID normrid;
if (normalmap.is_valid()) {
normrid = normalmap->get_rid();
}
VS::get_singleton()->canvas_item_add_multimesh(get_canvas_item(), multimesh, texrid, normrid);
}
if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
_update_internal();
}
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
inv_emission_transform = get_global_transform().affine_inverse();
if (!local_coords) {
int pc = particles.size();
float *w = particle_data.ptrw();
const Particle *r = particles.ptr();
float *ptr = w;
for (int i = 0; i < pc; i++) {
Transform2D t = inv_emission_transform * r[i].transform;
if (r[i].active) {
ptr[0] = t.elements[0][0];
ptr[1] = t.elements[1][0];
ptr[2] = 0;
ptr[3] = t.elements[2][0];
ptr[4] = t.elements[0][1];
ptr[5] = t.elements[1][1];
ptr[6] = 0;
ptr[7] = t.elements[2][1];
} else {
zeromem(ptr, sizeof(float) * 8);
}
ptr += 16;
}
}
}
}
void CPUParticles2D::convert_from_particles(Node *p_particles) {
Particles2D *particles = Object::cast_to<Particles2D>(p_particles);
ERR_FAIL_COND_MSG(!particles, "Only Particles2D nodes can be converted to CPUParticles2D.");
set_emitting(particles->is_emitting());
set_amount(particles->get_amount());
set_lifetime(particles->get_lifetime());
set_one_shot(particles->get_one_shot());
set_pre_process_time(particles->get_pre_process_time());
set_explosiveness_ratio(particles->get_explosiveness_ratio());
set_randomness_ratio(particles->get_randomness_ratio());
set_use_local_coordinates(particles->get_use_local_coordinates());
set_fixed_fps(particles->get_fixed_fps());
set_fractional_delta(particles->get_fractional_delta());
set_speed_scale(particles->get_speed_scale());
set_draw_order(DrawOrder(particles->get_draw_order()));
set_texture(particles->get_texture());
Ref<Material> mat = particles->get_material();
if (mat.is_valid()) {
set_material(mat);
}
Ref<ParticlesMaterial> material = particles->get_process_material();
if (material.is_null())
return;
Vector3 dir = material->get_direction();
set_direction(Vector2(dir.x, dir.y));
set_spread(material->get_spread());
set_color(material->get_color());
Ref<GradientTexture> gt = material->get_color_ramp();
if (gt.is_valid()) {
set_color_ramp(gt->get_gradient());
}
set_particle_flag(FLAG_ALIGN_Y_TO_VELOCITY, material->get_flag(ParticlesMaterial::FLAG_ALIGN_Y_TO_VELOCITY));
set_emission_shape(EmissionShape(material->get_emission_shape()));
set_emission_sphere_radius(material->get_emission_sphere_radius());
Vector2 rect_extents = Vector2(material->get_emission_box_extents().x, material->get_emission_box_extents().y);
set_emission_rect_extents(rect_extents);
Vector2 gravity = Vector2(material->get_gravity().x, material->get_gravity().y);
set_gravity(gravity);
set_lifetime_randomness(material->get_lifetime_randomness());
#define CONVERT_PARAM(m_param) \
set_param(m_param, material->get_param(ParticlesMaterial::m_param)); \
{ \
Ref<CurveTexture> ctex = material->get_param_texture(ParticlesMaterial::m_param); \
if (ctex.is_valid()) set_param_curve(m_param, ctex->get_curve()); \
} \
set_param_randomness(m_param, material->get_param_randomness(ParticlesMaterial::m_param));
CONVERT_PARAM(PARAM_INITIAL_LINEAR_VELOCITY);
CONVERT_PARAM(PARAM_ANGULAR_VELOCITY);
CONVERT_PARAM(PARAM_ORBIT_VELOCITY);
CONVERT_PARAM(PARAM_LINEAR_ACCEL);
CONVERT_PARAM(PARAM_RADIAL_ACCEL);
CONVERT_PARAM(PARAM_TANGENTIAL_ACCEL);
CONVERT_PARAM(PARAM_DAMPING);
CONVERT_PARAM(PARAM_ANGLE);
CONVERT_PARAM(PARAM_SCALE);
CONVERT_PARAM(PARAM_HUE_VARIATION);
CONVERT_PARAM(PARAM_ANIM_SPEED);
CONVERT_PARAM(PARAM_ANIM_OFFSET);
#undef CONVERT_PARAM
}
void CPUParticles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &CPUParticles2D::set_emitting);
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &CPUParticles2D::set_amount);
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &CPUParticles2D::set_lifetime);
ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &CPUParticles2D::set_one_shot);
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &CPUParticles2D::set_pre_process_time);
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &CPUParticles2D::set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &CPUParticles2D::set_randomness_ratio);
ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "random"), &CPUParticles2D::set_lifetime_randomness);
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &CPUParticles2D::set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &CPUParticles2D::set_fixed_fps);
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &CPUParticles2D::set_fractional_delta);
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &CPUParticles2D::set_speed_scale);
ClassDB::bind_method(D_METHOD("is_emitting"), &CPUParticles2D::is_emitting);
ClassDB::bind_method(D_METHOD("get_amount"), &CPUParticles2D::get_amount);
ClassDB::bind_method(D_METHOD("get_lifetime"), &CPUParticles2D::get_lifetime);
ClassDB::bind_method(D_METHOD("get_one_shot"), &CPUParticles2D::get_one_shot);
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &CPUParticles2D::get_pre_process_time);
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &CPUParticles2D::get_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &CPUParticles2D::get_randomness_ratio);
ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &CPUParticles2D::get_lifetime_randomness);
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &CPUParticles2D::get_use_local_coordinates);
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &CPUParticles2D::get_fixed_fps);
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &CPUParticles2D::get_fractional_delta);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &CPUParticles2D::get_speed_scale);
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &CPUParticles2D::set_draw_order);
ClassDB::bind_method(D_METHOD("get_draw_order"), &CPUParticles2D::get_draw_order);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &CPUParticles2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &CPUParticles2D::get_texture);
ClassDB::bind_method(D_METHOD("set_normalmap", "normalmap"), &CPUParticles2D::set_normalmap);
ClassDB::bind_method(D_METHOD("get_normalmap"), &CPUParticles2D::get_normalmap);
ClassDB::bind_method(D_METHOD("restart"), &CPUParticles2D::restart);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater"), "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"), "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::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
ADD_GROUP("Drawing", "");
// No visibility_rect property contrarily to Particles2D, it's updated automatically.
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"), "set_draw_order", "get_draw_order");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normalmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normalmap", "get_normalmap");
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
////////////////////////////////
ClassDB::bind_method(D_METHOD("set_direction", "direction"), &CPUParticles2D::set_direction);
ClassDB::bind_method(D_METHOD("get_direction"), &CPUParticles2D::get_direction);
ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &CPUParticles2D::set_spread);
ClassDB::bind_method(D_METHOD("get_spread"), &CPUParticles2D::get_spread);
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &CPUParticles2D::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &CPUParticles2D::get_param);
ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &CPUParticles2D::set_param_randomness);
ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &CPUParticles2D::get_param_randomness);
ClassDB::bind_method(D_METHOD("set_param_curve", "param", "curve"), &CPUParticles2D::set_param_curve);
ClassDB::bind_method(D_METHOD("get_param_curve", "param"), &CPUParticles2D::get_param_curve);
ClassDB::bind_method(D_METHOD("set_color", "color"), &CPUParticles2D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &CPUParticles2D::get_color);
ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &CPUParticles2D::set_color_ramp);
ClassDB::bind_method(D_METHOD("get_color_ramp"), &CPUParticles2D::get_color_ramp);
ClassDB::bind_method(D_METHOD("set_particle_flag", "flag", "enable"), &CPUParticles2D::set_particle_flag);
ClassDB::bind_method(D_METHOD("get_particle_flag", "flag"), &CPUParticles2D::get_particle_flag);
ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &CPUParticles2D::set_emission_shape);
ClassDB::bind_method(D_METHOD("get_emission_shape"), &CPUParticles2D::get_emission_shape);
ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &CPUParticles2D::set_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &CPUParticles2D::get_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("set_emission_rect_extents", "extents"), &CPUParticles2D::set_emission_rect_extents);
ClassDB::bind_method(D_METHOD("get_emission_rect_extents"), &CPUParticles2D::get_emission_rect_extents);
ClassDB::bind_method(D_METHOD("set_emission_points", "array"), &CPUParticles2D::set_emission_points);
ClassDB::bind_method(D_METHOD("get_emission_points"), &CPUParticles2D::get_emission_points);
ClassDB::bind_method(D_METHOD("set_emission_normals", "array"), &CPUParticles2D::set_emission_normals);
ClassDB::bind_method(D_METHOD("get_emission_normals"), &CPUParticles2D::get_emission_normals);
ClassDB::bind_method(D_METHOD("set_emission_colors", "array"), &CPUParticles2D::set_emission_colors);
ClassDB::bind_method(D_METHOD("get_emission_colors"), &CPUParticles2D::get_emission_colors);
ClassDB::bind_method(D_METHOD("get_gravity"), &CPUParticles2D::get_gravity);
ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &CPUParticles2D::set_gravity);
ClassDB::bind_method(D_METHOD("convert_from_particles", "particles"), &CPUParticles2D::convert_from_particles);
ClassDB::bind_method(D_METHOD("_update_render_thread"), &CPUParticles2D::_update_render_thread);
ClassDB::bind_method(D_METHOD("_texture_changed"), &CPUParticles2D::_texture_changed);
ADD_GROUP("Emission Shape", "emission_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01"), "set_emission_sphere_radius", "get_emission_sphere_radius");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "emission_rect_extents"), "set_emission_rect_extents", "get_emission_rect_extents");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "emission_points"), "set_emission_points", "get_emission_points");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "emission_normals"), "set_emission_normals", "get_emission_normals");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_COLOR_ARRAY, "emission_colors"), "set_emission_colors", "get_emission_colors");
ADD_GROUP("Flags", "flag_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_particle_flag", "get_particle_flag", FLAG_ALIGN_Y_TO_VELOCITY);
ADD_GROUP("Direction", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "direction"), "set_direction", "get_direction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
ADD_GROUP("Gravity", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("Initial Velocity", "initial_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_GROUP("Angular Velocity", "angular_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGULAR_VELOCITY);
ADD_GROUP("Orbit Velocity", "orbit_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ORBIT_VELOCITY);
ADD_GROUP("Linear Accel", "linear_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_LINEAR_ACCEL);
ADD_GROUP("Radial Accel", "radial_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_RADIAL_ACCEL);
ADD_GROUP("Tangential Accel", "tangential_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_TANGENTIAL_ACCEL);
ADD_GROUP("Damping", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_param", "get_param", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_DAMPING);
ADD_GROUP("Angle", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGLE);
ADD_GROUP("Scale", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_amount", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_amount_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_amount_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_SCALE);
ADD_GROUP("Color", "");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
ADD_GROUP("Hue Variation", "hue_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_HUE_VARIATION);
ADD_GROUP("Animation", "anim_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANIM_OFFSET);
BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL);
BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL);
BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL);
BIND_ENUM_CONSTANT(PARAM_DAMPING);
BIND_ENUM_CONSTANT(PARAM_ANGLE);
BIND_ENUM_CONSTANT(PARAM_SCALE);
BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION);
BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED);
BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET);
BIND_ENUM_CONSTANT(PARAM_MAX);
BIND_ENUM_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY);
BIND_ENUM_CONSTANT(FLAG_ROTATE_Y); // Unused, but exposed for consistency with 3D.
BIND_ENUM_CONSTANT(FLAG_DISABLE_Z); // Unused, but exposed for consistency with 3D.
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_RECTANGLE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX);
}
CPUParticles2D::CPUParticles2D() {
time = 0;
inactive_time = 0;
frame_remainder = 0;
cycle = 0;
redraw = false;
emitting = false;
mesh = VisualServer::get_singleton()->mesh_create();
multimesh = VisualServer::get_singleton()->multimesh_create();
VisualServer::get_singleton()->multimesh_set_mesh(multimesh, mesh);
set_emitting(true);
set_one_shot(false);
set_amount(8);
set_lifetime(1);
set_fixed_fps(0);
set_fractional_delta(true);
set_pre_process_time(0);
set_explosiveness_ratio(0);
set_randomness_ratio(0);
set_lifetime_randomness(0);
set_use_local_coordinates(true);
set_draw_order(DRAW_ORDER_INDEX);
set_speed_scale(1);
set_direction(Vector2(1, 0));
set_spread(45);
set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0);
set_param(PARAM_ANGULAR_VELOCITY, 0);
set_param(PARAM_ORBIT_VELOCITY, 0);
set_param(PARAM_LINEAR_ACCEL, 0);
set_param(PARAM_RADIAL_ACCEL, 0);
set_param(PARAM_TANGENTIAL_ACCEL, 0);
set_param(PARAM_DAMPING, 0);
set_param(PARAM_ANGLE, 0);
set_param(PARAM_SCALE, 1);
set_param(PARAM_HUE_VARIATION, 0);
set_param(PARAM_ANIM_SPEED, 0);
set_param(PARAM_ANIM_OFFSET, 0);
set_emission_shape(EMISSION_SHAPE_POINT);
set_emission_sphere_radius(1);
set_emission_rect_extents(Vector2(1, 1));
set_gravity(Vector2(0, 98));
for (int i = 0; i < PARAM_MAX; i++) {
set_param_randomness(Parameter(i), 0);
}
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = false;
}
set_color(Color(1, 1, 1, 1));
#ifndef NO_THREADS
update_mutex = Mutex::create();
#endif
_update_mesh_texture();
}
CPUParticles2D::~CPUParticles2D() {
VS::get_singleton()->free(multimesh);
VS::get_singleton()->free(mesh);
#ifndef NO_THREADS
memdelete(update_mutex);
#endif
}