godot/scene/3d/particles.cpp
Ruslan Mustakov 6106fd88d4 Remove junk output
Remove several prints that were added for engine debugging, but are
of no use to the end user, and only pollute the editor and game logs.
2017-10-13 12:40:19 +07:00

1552 lines
64 KiB
C++

/*************************************************************************/
/* particles.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 "particles.h"
#include "scene/resources/surface_tool.h"
#include "servers/visual_server.h"
Rect3 Particles::get_aabb() const {
return Rect3();
}
PoolVector<Face3> Particles::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
void Particles::set_emitting(bool p_emitting) {
emitting = p_emitting;
VS::get_singleton()->particles_set_emitting(particles, emitting);
}
void Particles::set_amount(int p_amount) {
ERR_FAIL_COND(p_amount < 1);
amount = p_amount;
VS::get_singleton()->particles_set_amount(particles, amount);
}
void Particles::set_lifetime(float p_lifetime) {
ERR_FAIL_COND(p_lifetime <= 0);
lifetime = p_lifetime;
VS::get_singleton()->particles_set_lifetime(particles, lifetime);
}
void Particles::set_one_shot(bool p_one_shot) {
one_shot = p_one_shot;
VS::get_singleton()->particles_set_one_shot(particles, one_shot);
if (!one_shot && emitting)
VisualServer::get_singleton()->particles_restart(particles);
}
void Particles::set_pre_process_time(float p_time) {
pre_process_time = p_time;
VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
}
void Particles::set_explosiveness_ratio(float p_ratio) {
explosiveness_ratio = p_ratio;
VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
}
void Particles::set_randomness_ratio(float p_ratio) {
randomness_ratio = p_ratio;
VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
}
void Particles::set_visibility_aabb(const Rect3 &p_aabb) {
visibility_aabb = p_aabb;
VS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb);
update_gizmo();
_change_notify("visibility_aabb");
}
void Particles::set_use_local_coordinates(bool p_enable) {
local_coords = p_enable;
VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
}
void Particles::set_process_material(const Ref<Material> &p_material) {
process_material = p_material;
RID material_rid;
if (process_material.is_valid())
material_rid = process_material->get_rid();
VS::get_singleton()->particles_set_process_material(particles, material_rid);
update_configuration_warning();
}
void Particles::set_speed_scale(float p_scale) {
speed_scale = p_scale;
VS::get_singleton()->particles_set_speed_scale(particles, p_scale);
}
bool Particles::is_emitting() const {
return emitting;
}
int Particles::get_amount() const {
return amount;
}
float Particles::get_lifetime() const {
return lifetime;
}
bool Particles::get_one_shot() const {
return one_shot;
}
float Particles::get_pre_process_time() const {
return pre_process_time;
}
float Particles::get_explosiveness_ratio() const {
return explosiveness_ratio;
}
float Particles::get_randomness_ratio() const {
return randomness_ratio;
}
Rect3 Particles::get_visibility_aabb() const {
return visibility_aabb;
}
bool Particles::get_use_local_coordinates() const {
return local_coords;
}
Ref<Material> Particles::get_process_material() const {
return process_material;
}
float Particles::get_speed_scale() const {
return speed_scale;
}
void Particles::set_draw_order(DrawOrder p_order) {
draw_order = p_order;
VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order));
}
Particles::DrawOrder Particles::get_draw_order() const {
return draw_order;
}
void Particles::set_draw_passes(int p_count) {
ERR_FAIL_COND(p_count < 1);
draw_passes.resize(p_count);
VS::get_singleton()->particles_set_draw_passes(particles, p_count);
_change_notify();
}
int Particles::get_draw_passes() const {
return draw_passes.size();
}
void Particles::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) {
ERR_FAIL_INDEX(p_pass, draw_passes.size());
draw_passes[p_pass] = p_mesh;
RID mesh_rid;
if (p_mesh.is_valid())
mesh_rid = p_mesh->get_rid();
VS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid);
update_configuration_warning();
}
Ref<Mesh> Particles::get_draw_pass_mesh(int p_pass) const {
ERR_FAIL_INDEX_V(p_pass, draw_passes.size(), Ref<Mesh>());
return draw_passes[p_pass];
}
void Particles::set_fixed_fps(int p_count) {
fixed_fps = p_count;
VS::get_singleton()->particles_set_fixed_fps(particles, p_count);
}
int Particles::get_fixed_fps() const {
return fixed_fps;
}
void Particles::set_fractional_delta(bool p_enable) {
fractional_delta = p_enable;
VS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
}
bool Particles::get_fractional_delta() const {
return fractional_delta;
}
String Particles::get_configuration_warning() const {
String warnings;
bool meshes_found = false;
for (int i = 0; i < draw_passes.size(); i++) {
if (draw_passes[i].is_valid()) {
meshes_found = true;
break;
}
}
if (!meshes_found) {
warnings += "- " + TTR("Nothing is visible because meshes have not been assigned to draw passes.");
}
if (process_material.is_null()) {
if (warnings != String())
warnings += "\n";
warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted.");
}
return warnings;
}
void Particles::restart() {
VisualServer::get_singleton()->particles_restart(particles);
}
Rect3 Particles::capture_aabb() const {
return VS::get_singleton()->particles_get_current_aabb(particles);
}
void Particles::_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 = 0;
return;
}
}
}
void Particles::_notification(int p_what) {
if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
if (can_process()) {
VS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
} else {
VS::get_singleton()->particles_set_speed_scale(particles, 0);
}
}
}
void Particles::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &Particles::set_emitting);
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &Particles::set_amount);
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &Particles::set_lifetime);
ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &Particles::set_one_shot);
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &Particles::set_pre_process_time);
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &Particles::set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &Particles::set_randomness_ratio);
ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &Particles::set_visibility_aabb);
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &Particles::set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &Particles::set_fixed_fps);
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &Particles::set_fractional_delta);
ClassDB::bind_method(D_METHOD("set_process_material", "material"), &Particles::set_process_material);
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &Particles::set_speed_scale);
ClassDB::bind_method(D_METHOD("is_emitting"), &Particles::is_emitting);
ClassDB::bind_method(D_METHOD("get_amount"), &Particles::get_amount);
ClassDB::bind_method(D_METHOD("get_lifetime"), &Particles::get_lifetime);
ClassDB::bind_method(D_METHOD("get_one_shot"), &Particles::get_one_shot);
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &Particles::get_pre_process_time);
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &Particles::get_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &Particles::get_randomness_ratio);
ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &Particles::get_visibility_aabb);
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &Particles::get_use_local_coordinates);
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &Particles::get_fixed_fps);
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &Particles::get_fractional_delta);
ClassDB::bind_method(D_METHOD("get_process_material"), &Particles::get_process_material);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &Particles::get_speed_scale);
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &Particles::set_draw_order);
ClassDB::bind_method(D_METHOD("get_draw_order"), &Particles::get_draw_order);
ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &Particles::set_draw_passes);
ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh"), &Particles::set_draw_pass_mesh);
ClassDB::bind_method(D_METHOD("get_draw_passes"), &Particles::get_draw_passes);
ClassDB::bind_method(D_METHOD("get_draw_pass_mesh", "pass"), &Particles::get_draw_pass_mesh);
ClassDB::bind_method(D_METHOD("restart"), &Particles::restart);
ClassDB::bind_method(D_METHOD("capture_aabb"), &Particles::capture_aabb);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,100000,1"), "set_amount", "get_amount");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01"), "set_lifetime", "get_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
ADD_GROUP("Drawing", "");
ADD_PROPERTY(PropertyInfo(Variant::RECT3, "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,View Depth"), "set_draw_order", "get_draw_order");
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);
}
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH);
BIND_CONSTANT(MAX_DRAW_PASSES);
}
Particles::Particles() {
particles = VS::get_singleton()->particles_create();
set_base(particles);
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_visibility_aabb(Rect3(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);
}
Particles::~Particles() {
VS::get_singleton()->free(particles);
}
//////////////////////////////////////
Mutex *ParticlesMaterial::material_mutex = NULL;
SelfList<ParticlesMaterial>::List ParticlesMaterial::dirty_materials;
Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL;
void ParticlesMaterial::init_shaders() {
#ifndef NO_THREADS
material_mutex = Mutex::create();
#endif
shader_names = memnew(ShaderNames);
shader_names->spread = "spread";
shader_names->flatness = "flatness";
shader_names->initial_linear_velocity = "initial_linear_velocity";
shader_names->initial_angle = "initial_angle";
shader_names->angular_velocity = "angular_velocity";
shader_names->orbit_velocity = "orbit_velocity";
shader_names->linear_accel = "linear_accel";
shader_names->radial_accel = "radial_accel";
shader_names->tangent_accel = "tangent_accel";
shader_names->damping = "damping";
shader_names->scale = "scale";
shader_names->hue_variation = "hue_variation";
shader_names->anim_speed = "anim_speed";
shader_names->anim_offset = "anim_offset";
shader_names->initial_linear_velocity_random = "initial_linear_velocity_random";
shader_names->initial_angle_random = "initial_angle_random";
shader_names->angular_velocity_random = "angular_velocity_random";
shader_names->orbit_velocity_random = "orbit_velocity_random";
shader_names->linear_accel_random = "linear_accel_random";
shader_names->radial_accel_random = "radial_accel_random";
shader_names->tangent_accel_random = "tangent_accel_random";
shader_names->damping_random = "damping_random";
shader_names->scale_random = "scale_random";
shader_names->hue_variation_random = "hue_variation_random";
shader_names->anim_speed_random = "anim_speed_random";
shader_names->anim_offset_random = "anim_offset_random";
shader_names->angle_texture = "angle_texture";
shader_names->angular_velocity_texture = "angular_velocity_texture";
shader_names->orbit_velocity_texture = "orbit_velocity_texture";
shader_names->linear_accel_texture = "linear_accel_texture";
shader_names->radial_accel_texture = "radial_accel_texture";
shader_names->tangent_accel_texture = "tangent_accel_texture";
shader_names->damping_texture = "damping_texture";
shader_names->scale_texture = "scale_texture";
shader_names->hue_variation_texture = "hue_variation_texture";
shader_names->anim_speed_texture = "anim_speed_texture";
shader_names->anim_offset_texture = "anim_offset_texture";
shader_names->color = "color_value";
shader_names->color_ramp = "color_ramp";
shader_names->emission_sphere_radius = "emission_sphere_radius";
shader_names->emission_box_extents = "emission_box_extents";
shader_names->emission_texture_point_count = "emission_texture_point_count";
shader_names->emission_texture_points = "emission_texture_points";
shader_names->emission_texture_normal = "emission_texture_normal";
shader_names->emission_texture_color = "emission_texture_color";
shader_names->trail_divisor = "trail_divisor";
shader_names->trail_size_modifier = "trail_size_modifier";
shader_names->trail_color_modifier = "trail_color_modifier";
shader_names->gravity = "gravity";
}
void ParticlesMaterial::finish_shaders() {
#ifndef NO_THREADS
memdelete(material_mutex);
#endif
memdelete(shader_names);
}
void ParticlesMaterial::_update_shader() {
dirty_materials.remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key)
return; //no update required in the end
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
String code = "shader_type particles;\n";
code += "uniform float spread;\n";
code += "uniform float flatness;\n";
code += "uniform float initial_linear_velocity;\n";
code += "uniform float initial_angle;\n";
code += "uniform float angular_velocity;\n";
code += "uniform float orbit_velocity;\n";
code += "uniform float linear_accel;\n";
code += "uniform float radial_accel;\n";
code += "uniform float tangent_accel;\n";
code += "uniform float damping;\n";
code += "uniform float scale;\n";
code += "uniform float hue_variation;\n";
code += "uniform float anim_speed;\n";
code += "uniform float anim_offset;\n";
code += "uniform float initial_linear_velocity_random;\n";
code += "uniform float initial_angle_random;\n";
code += "uniform float angular_velocity_random;\n";
code += "uniform float orbit_velocity_random;\n";
code += "uniform float linear_accel_random;\n";
code += "uniform float radial_accel_random;\n";
code += "uniform float tangent_accel_random;\n";
code += "uniform float damping_random;\n";
code += "uniform float scale_random;\n";
code += "uniform float hue_variation_random;\n";
code += "uniform float anim_speed_random;\n";
code += "uniform float anim_offset_random;\n";
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
code += "uniform float emission_sphere_radius;\n";
} break;
case EMISSION_SHAPE_BOX: {
code += "uniform vec3 emission_box_extents;\n";
} break;
case EMISSION_SHAPE_DIRECTED_POINTS: {
code += "uniform sampler2D emission_texture_normal : hint_black;\n";
} //fallthrough
case EMISSION_SHAPE_POINTS: {
code += "uniform sampler2D emission_texture_points : hint_black;\n";
code += "uniform int emission_texture_point_count;\n";
if (emission_color_texture.is_valid()) {
code += "uniform sampler2D emission_texture_color : hint_white;\n";
}
} break;
}
code += "uniform vec4 color_value : hint_color;\n";
code += "uniform int trail_divisor;\n";
code += "uniform vec3 gravity;\n";
if (color_ramp.is_valid())
code += "uniform sampler2D color_ramp;\n";
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
code += "uniform sampler2D linear_velocity_texture;\n";
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
code += "uniform sampler2D orbit_velocity_texture;\n";
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
code += "uniform sampler2D angular_velocity_texture;\n";
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
code += "uniform sampler2D linear_accel_texture;\n";
if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
code += "uniform sampler2D radial_accel_texture;\n";
if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
code += "uniform sampler2D tangent_accel_texture;\n";
if (tex_parameters[PARAM_DAMPING].is_valid())
code += "uniform sampler2D damping_texture;\n";
if (tex_parameters[PARAM_ANGLE].is_valid())
code += "uniform sampler2D angle_texture;\n";
if (tex_parameters[PARAM_SCALE].is_valid())
code += "uniform sampler2D scale_texture;\n";
if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
code += "uniform sampler2D hue_variation_texture;\n";
if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
code += "uniform sampler2D anim_speed_texture;\n";
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
code += "uniform sampler2D anim_offset_texture;\n";
if (trail_size_modifier.is_valid()) {
code += "uniform sampler2D trail_size_modifier;\n";
}
if (trail_color_modifier.is_valid()) {
code += "uniform sampler2D trail_color_modifier;\n";
}
//need a random function
code += "\n\n";
code += "float rand_from_seed(inout uint seed) {\n";
code += " int k;\n";
code += " int s = int(seed);\n";
code += " if (s == 0)\n";
code += " s = 305420679;\n";
code += " k = s / 127773;\n";
code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
code += " if (s < 0)\n";
code += " s += 2147483647;\n";
code += " seed = uint(s);\n";
code += " return float(seed % uint(65536))/65535.0;\n";
code += "}\n";
//improve seed quality
code += "uint hash(uint x) {\n";
code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
code += " x = (x >> uint(16)) ^ x;\n";
code += " return x;\n";
code += "}\n";
code += "void vertex() {\n\n";
code += "\n";
code += " uint base_number=NUMBER/uint(trail_divisor);\n";
code += " uint alt_seed=hash(base_number+uint(1)+RANDOM_SEED);\n";
code += " float angle_rand=rand_from_seed(alt_seed);\n";
code += " float scale_rand=rand_from_seed(alt_seed);\n";
code += " float hue_rot_rand=rand_from_seed(alt_seed);\n";
code += " float anim_offset_rand=rand_from_seed(alt_seed);\n";
code += "\n";
code += "\n";
code += "\n";
code += "\n";
if (emission_shape >= EMISSION_SHAPE_POINTS) {
code += " int point = min(emission_texture_point_count-1,int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n";
code += " ivec2 emission_tex_size = textureSize( emission_texture_points, 0 );\n";
code += " ivec2 emission_tex_ofs = ivec2( point % emission_tex_size.x, point / emission_tex_size.x );\n";
}
code += " if (RESTART) {\n";
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(0.0,0.0),0.0).r;\n";
else
code += " float tex_linear_velocity = 0.0;\n";
if (tex_parameters[PARAM_ANGLE].is_valid())
code += " float tex_angle = textureLod(angle_texture,vec2(0.0,0.0),0.0).r;\n";
else
code += " float tex_angle = 0.0;\n";
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(0.0,0.0),0.0).r;\n";
else
code += " float tex_anim_offset = 0.0;\n";
if (flags[FLAG_DISABLE_Z]) {
code += " float angle1 = (rand_from_seed(alt_seed)*2.0-1.0)*spread/180.0*3.1416;\n";
code += " vec3 rot=vec3( cos(angle1), sin(angle1),0.0 );\n";
code += " VELOCITY=(rot*initial_linear_velocity+rot*initial_linear_velocity_random*rand_from_seed(alt_seed));\n";
} else {
//initiate velocity spread in 3D
code += " float angle1 = rand_from_seed(alt_seed)*spread*3.1416;\n";
code += " float angle2 = rand_from_seed(alt_seed)*20.0*3.1416; // make it more random like\n";
code += " vec3 rot_xz=vec3( sin(angle1), 0.0, cos(angle1) );\n";
code += " vec3 rot = vec3( cos(angle2)*rot_xz.x,sin(angle2)*rot_xz.x, rot_xz.z);\n";
code += " VELOCITY=(rot*initial_linear_velocity+rot*initial_linear_velocity_random*rand_from_seed(alt_seed));\n";
}
code += " float base_angle=(initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
code += " CUSTOM.x=base_angle*3.1416/180.0;\n"; //angle
code += " CUSTOM.y=0.0;\n"; //phase
code += " CUSTOM.z=(anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random);\n"; //animation offset (0-1)
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
code += " TRANSFORM[3].xyz = normalize(vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0-1.0, rand_from_seed(alt_seed) * 2.0-1.0 ))*emission_sphere_radius;\n";
} break;
case EMISSION_SHAPE_BOX: {
code += " TRANSFORM[3].xyz = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0-1.0, rand_from_seed(alt_seed) * 2.0-1.0)*emission_box_extents;\n";
} break;
case EMISSION_SHAPE_POINTS:
case EMISSION_SHAPE_DIRECTED_POINTS: {
code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs,0).xyz;\n";
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
if (flags[FLAG_DISABLE_Z]) {
code += " mat2 rotm;";
code += " rotm[0]=texelFetch(emission_texture_normal, emission_tex_ofs,0).xy;\n";
code += " rotm[1]=rotm[0].yx * vec2(1.0,-1.0);\n";
code += " VELOCITY.xy = rotm * VELOCITY.xy;\n";
} else {
code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs,0).xyz;\n";
code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0, 1.0, 0.0);\n";
code += " vec3 tangent = normalize(cross(v0, normal));\n";
code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
code += " VELOCITY = mat3(tangent,bitangent,normal) * VELOCITY;\n";
}
}
} break;
}
code += " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY,0.0)).xyz;\n";
code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
if (flags[FLAG_DISABLE_Z]) {
code += " VELOCITY.z=0.0;\n";
code += " TRANSFORM[3].z=0.0;\n";
}
code += " } else {\n";
code += " CUSTOM.y+=DELTA/LIFETIME;\n";
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_linear_velocity = 0.0;\n";
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_orbit_velocity = 0.0;\n";
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
code += " float tex_angular_velocity = textureLod(angular_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_angular_velocity = 0.0;\n";
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
code += " float tex_linear_accel = textureLod(linear_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_linear_accel = 0.0;\n";
if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
code += " float tex_radial_accel = textureLod(radial_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_radial_accel = 0.0;\n";
if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
code += " float tex_tangent_accel = textureLod(tangent_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_tangent_accel = 0.0;\n";
if (tex_parameters[PARAM_DAMPING].is_valid())
code += " float tex_damping = textureLod(damping_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_damping = 0.0;\n";
if (tex_parameters[PARAM_ANGLE].is_valid())
code += " float tex_angle = textureLod(angle_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_angle = 0.0;\n";
if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
code += " float tex_anim_speed = textureLod(anim_speed_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_anim_speed = 0.0;\n";
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_anim_offset = 0.0;\n";
code += " vec3 force = gravity; \n";
code += " vec3 pos = TRANSFORM[3].xyz; \n";
if (flags[FLAG_DISABLE_Z]) {
code += " pos.z=0.0; \n";
}
code += " //apply linear acceleration\n";
code += " force+= length(VELOCITY) > 0.0 ? normalize(VELOCITY) * (linear_accel+tex_linear_accel)*mix(1.0,rand_from_seed(alt_seed),linear_accel_random) : vec3(0.0);\n";
code += " //apply radial acceleration\n";
code += " vec3 org = vec3(0.0);\n";
code += " // if (!p_system->local_coordinates)\n";
code += " //org=p_transform.origin;\n";
code += " vec3 diff = pos-org;\n";
code += " force+=length(diff) > 0.0 ? normalize(diff) * (radial_accel+tex_radial_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random) : vec3(0.0);\n";
code += " //apply tangential acceleration;\n";
if (flags[FLAG_DISABLE_Z]) {
code += " force+=length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0,1.0)),0.0) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random)) : vec3(0.0);\n";
} else {
code += " vec3 crossDiff = cross(normalize(diff),normalize(gravity));\n";
code += " force+=length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random)) : vec3(0.0);\n";
}
code += " //apply attractor forces\n";
code += " VELOCITY+=force * DELTA;\n";
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += " VELOCITY=normalize(VELOCITY)*tex_linear_velocity;\n";
}
code += " if (damping+tex_damping>0.0) {\n";
code += " \n";
code += " float v = length(VELOCITY);\n";
code += " float damp = (damping+tex_damping)*mix(1.0,rand_from_seed(alt_seed),damping_random);\n";
code += " v -= damp * DELTA;\n";
code += " if (v<0.0) {\n";
code += " VELOCITY=vec3(0.0);\n";
code += " } else {\n";
code += " VELOCITY=normalize(VELOCITY) * v;\n";
code += " }\n";
code += " }\n";
code += " float base_angle=(initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
code += " base_angle+=CUSTOM.y*LIFETIME*(angular_velocity+tex_angular_velocity)*mix(1.0,rand_from_seed(alt_seed)*2.0-1.0,angular_velocity_random);\n";
code += " CUSTOM.x=base_angle*3.1416/180.0;\n"; //angle
code += " CUSTOM.z=(anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random)+CUSTOM.y*(anim_speed+tex_anim_speed)*mix(1.0,rand_from_seed(alt_seed),anim_speed_random);\n"; //angle
if (flags[FLAG_ANIM_LOOP]) {
code += " CUSTOM.z=mod(CUSTOM.z,1.0);\n"; //loop
} else {
code += " CUSTOM.z=clamp(CUSTOM.z,0.0,1.0);\n"; //0 to 1 only
}
code += " }\n";
//apply color
//apply hue rotation
if (tex_parameters[PARAM_SCALE].is_valid())
code += " float tex_scale = textureLod(scale_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_scale = 1.0;\n";
if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
code += " float tex_hue_variation = textureLod(hue_variation_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_hue_variation = 0.0;\n";
code += " float hue_rot_angle = (hue_variation+tex_hue_variation)*3.1416*2.0*mix(1.0,hue_rot_rand*2.0-1.0,hue_variation_random);\n";
code += " float hue_rot_c = cos(hue_rot_angle);\n";
code += " float hue_rot_s = sin(hue_rot_angle);\n";
code += " mat4 hue_rot_mat = mat4( vec4(0.299, 0.587, 0.114, 0.0),\n";
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
code += " \n";
code += " mat4( vec4(0.701, -0.587, -0.114, 0.0),\n";
code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
code += "\n";
code += " mat4( vec4(0.168, 0.330, -0.497, 0.0),\n";
code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
if (color_ramp.is_valid()) {
code += " COLOR = textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0) * hue_rot_mat;\n";
} else {
code += " COLOR = color_value * hue_rot_mat;\n";
}
if (emission_color_texture.is_valid() && emission_shape >= EMISSION_SHAPE_POINTS) {
code += " COLOR*= texelFetch(emission_texture_color,emission_tex_ofs,0);\n";
}
if (trail_color_modifier.is_valid()) {
code += "if (trail_divisor>1) { COLOR*=textureLod(trail_color_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0); }\n";
}
code += "\n";
if (flags[FLAG_DISABLE_Z]) {
code += " TRANSFORM[0]=vec4(cos(CUSTOM.x),-sin(CUSTOM.x),0.0,0.0);\n";
code += " TRANSFORM[1]=vec4(sin(CUSTOM.x),cos(CUSTOM.x),0.0,0.0);\n";
code += " TRANSFORM[2]=vec4(0.0,0.0,1.0,0.0);\n";
} else {
//orient particle Y towards velocity
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
code += " if (length(VELOCITY)>0.0) {TRANSFORM[1].xyz=normalize(VELOCITY);} else {TRANSFORM[1].xyz=normalize(TRANSFORM[1].xyz);}\n";
code += " if (TRANSFORM[1].xyz==normalize(TRANSFORM[0].xyz)) {\n";
code += "\tTRANSFORM[0].xyz=normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n";
code += "\tTRANSFORM[2].xyz=normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n";
code += " } else {\n";
code += "\tTRANSFORM[2].xyz=normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n";
code += "\tTRANSFORM[0].xyz=normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n";
code += " }\n";
} else {
code += "\tTRANSFORM[0].xyz=normalize(TRANSFORM[0].xyz);\n";
code += "\tTRANSFORM[1].xyz=normalize(TRANSFORM[1].xyz);\n";
code += "\tTRANSFORM[2].xyz=normalize(TRANSFORM[2].xyz);\n";
}
//turn particle by rotation in Y
if (flags[FLAG_ROTATE_Y]) {
code += "\tTRANSFORM = TRANSFORM * mat4( vec4(cos(CUSTOM.x),0.0,-sin(CUSTOM.x),0.0), vec4(0.0,1.0,0.0,0.0),vec4(sin(CUSTOM.x),0.0,cos(CUSTOM.x),0.0),vec4(0.0,0.0,0.0,1.0));\n";
}
}
//scale by scale
code += " float base_scale=mix(scale*tex_scale,1.0,scale_random*scale_rand);\n";
if (trail_size_modifier.is_valid()) {
code += "if (trail_divisor>1) { base_scale*=textureLod(trail_size_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0).r; } \n";
}
code += " TRANSFORM[0].xyz*=base_scale;\n";
code += " TRANSFORM[1].xyz*=base_scale;\n";
code += " TRANSFORM[2].xyz*=base_scale;\n";
if (flags[FLAG_DISABLE_Z]) {
code += " VELOCITY.z=0.0;\n";
code += " TRANSFORM[3].z=0.0;\n";
}
code += "}\n";
code += "\n";
ShaderData shader_data;
shader_data.shader = VS::get_singleton()->shader_create();
shader_data.users = 1;
VS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void ParticlesMaterial::flush_changes() {
if (material_mutex)
material_mutex->lock();
while (dirty_materials.first()) {
dirty_materials.first()->self()->_update_shader();
}
if (material_mutex)
material_mutex->unlock();
}
void ParticlesMaterial::_queue_shader_change() {
if (material_mutex)
material_mutex->lock();
if (!element.in_list()) {
dirty_materials.add(&element);
}
if (material_mutex)
material_mutex->unlock();
}
bool ParticlesMaterial::_is_shader_dirty() const {
bool dirty = false;
if (material_mutex)
material_mutex->lock();
dirty = element.in_list();
if (material_mutex)
material_mutex->unlock();
return dirty;
}
void ParticlesMaterial::set_spread(float p_spread) {
spread = p_spread;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
}
float ParticlesMaterial::get_spread() const {
return spread;
}
void ParticlesMaterial::set_flatness(float p_flatness) {
flatness = p_flatness;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
}
float ParticlesMaterial::get_flatness() const {
return flatness;
}
void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
parameters[p_param] = p_value;
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
} break;
case PARAM_DAMPING: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
} break;
case PARAM_ANGLE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
} break;
case PARAM_SCALE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
} break;
case PARAM_HUE_VARIATION: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
} break;
case PARAM_ANIM_SPEED: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
} break;
case PARAM_ANIM_OFFSET: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
} break;
case PARAM_MAX: {
};
}
}
float ParticlesMaterial::get_param(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return parameters[p_param];
}
void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
randomness[p_param] = p_value;
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
} break;
case PARAM_DAMPING: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
} break;
case PARAM_ANGLE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
} break;
case PARAM_SCALE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
} break;
case PARAM_HUE_VARIATION: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
} break;
case PARAM_ANIM_SPEED: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
} break;
case PARAM_ANIM_OFFSET: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
} break;
case PARAM_MAX: {
};
}
}
float ParticlesMaterial::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<Texture> &p_texture, float p_min, float p_max) {
Ref<CurveTexture> curve_tex = p_texture;
if (!curve_tex.is_valid())
return;
curve_tex->ensure_default_setup(p_min, p_max);
}
void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture> &p_texture) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
tex_parameters[p_param] = p_texture;
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
//do none for this one
} break;
case PARAM_ANGULAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture);
_adjust_curve_range(p_texture, -360, 360);
} break;
case PARAM_ORBIT_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture);
_adjust_curve_range(p_texture, -500, 500);
} break;
case PARAM_LINEAR_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_RADIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_TANGENTIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_DAMPING: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture);
_adjust_curve_range(p_texture, 0, 100);
} break;
case PARAM_ANGLE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture);
_adjust_curve_range(p_texture, -360, 360);
} break;
case PARAM_SCALE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture);
Ref<CurveTexture> curve_tex = p_texture;
if (curve_tex.is_valid()) {
curve_tex->ensure_default_setup();
}
} break;
case PARAM_HUE_VARIATION: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture);
_adjust_curve_range(p_texture, -1, 1);
} break;
case PARAM_ANIM_SPEED: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture);
_adjust_curve_range(p_texture, 0, 200);
} break;
case PARAM_ANIM_OFFSET: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture);
} break;
case PARAM_MAX: {
};
}
_queue_shader_change();
}
Ref<Texture> ParticlesMaterial::get_param_texture(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture>());
return tex_parameters[p_param];
}
void ParticlesMaterial::set_color(const Color &p_color) {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
color = p_color;
}
Color ParticlesMaterial::get_color() const {
return color;
}
void ParticlesMaterial::set_color_ramp(const Ref<Texture> &p_texture) {
color_ramp = p_texture;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
_queue_shader_change();
_change_notify();
}
Ref<Texture> ParticlesMaterial::get_color_ramp() const {
return color_ramp;
}
void ParticlesMaterial::set_flag(Flags p_flag, bool p_enable) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
flags[p_flag] = p_enable;
_queue_shader_change();
}
bool ParticlesMaterial::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
emission_shape = p_shape;
_change_notify();
_queue_shader_change();
}
void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
emission_sphere_radius = p_radius;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
}
void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
emission_box_extents = p_extents;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
}
void ParticlesMaterial::set_emission_point_texture(const Ref<Texture> &p_points) {
emission_point_texture = p_points;
RID texture;
if (p_points.is_valid())
texture = p_points->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, texture);
}
void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture> &p_normals) {
emission_normal_texture = p_normals;
RID texture;
if (p_normals.is_valid())
texture = p_normals->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, texture);
}
void ParticlesMaterial::set_emission_color_texture(const Ref<Texture> &p_colors) {
emission_color_texture = p_colors;
RID texture;
if (p_colors.is_valid())
texture = p_colors->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, texture);
_queue_shader_change();
}
void ParticlesMaterial::set_emission_point_count(int p_count) {
emission_point_count = p_count;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
}
ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
return emission_shape;
}
float ParticlesMaterial::get_emission_sphere_radius() const {
return emission_sphere_radius;
}
Vector3 ParticlesMaterial::get_emission_box_extents() const {
return emission_box_extents;
}
Ref<Texture> ParticlesMaterial::get_emission_point_texture() const {
return emission_point_texture;
}
Ref<Texture> ParticlesMaterial::get_emission_normal_texture() const {
return emission_normal_texture;
}
Ref<Texture> ParticlesMaterial::get_emission_color_texture() const {
return emission_color_texture;
}
int ParticlesMaterial::get_emission_point_count() const {
return emission_point_count;
}
void ParticlesMaterial::set_trail_divisor(int p_divisor) {
trail_divisor = p_divisor;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor);
}
int ParticlesMaterial::get_trail_divisor() const {
return trail_divisor;
}
void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier) {
trail_size_modifier = p_trail_size_modifier;
Ref<CurveTexture> curve = trail_size_modifier;
if (curve.is_valid()) {
curve->ensure_default_setup();
}
RID texture;
if (p_trail_size_modifier.is_valid())
texture = p_trail_size_modifier->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, texture);
_queue_shader_change();
}
Ref<CurveTexture> ParticlesMaterial::get_trail_size_modifier() const {
return trail_size_modifier;
}
void ParticlesMaterial::set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier) {
trail_color_modifier = p_trail_color_modifier;
RID texture;
if (p_trail_color_modifier.is_valid())
texture = p_trail_color_modifier->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, texture);
_queue_shader_change();
}
Ref<GradientTexture> ParticlesMaterial::get_trail_color_modifier() const {
return trail_color_modifier;
}
void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
gravity = p_gravity;
Vector3 gset = gravity;
if (gset == Vector3()) {
gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
}
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
}
Vector3 ParticlesMaterial::get_gravity() const {
return gravity;
}
void ParticlesMaterial::_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_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
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_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
property.usage = 0;
}
if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
property.usage = 0;
}
}
void ParticlesMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread);
ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread);
ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness);
ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness);
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param);
ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness);
ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness);
ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture);
ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture);
ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color);
ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticlesMaterial::set_color_ramp);
ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticlesMaterial::get_color_ramp);
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &ParticlesMaterial::set_flag);
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &ParticlesMaterial::get_flag);
ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape);
ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape);
ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents);
ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents);
ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticlesMaterial::set_emission_point_texture);
ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticlesMaterial::get_emission_point_texture);
ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticlesMaterial::set_emission_normal_texture);
ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticlesMaterial::get_emission_normal_texture);
ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticlesMaterial::set_emission_color_texture);
ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticlesMaterial::get_emission_color_texture);
ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count);
ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count);
ClassDB::bind_method(D_METHOD("set_trail_divisor", "divisor"), &ParticlesMaterial::set_trail_divisor);
ClassDB::bind_method(D_METHOD("get_trail_divisor"), &ParticlesMaterial::get_trail_divisor);
ClassDB::bind_method(D_METHOD("set_trail_size_modifier", "texture"), &ParticlesMaterial::set_trail_size_modifier);
ClassDB::bind_method(D_METHOD("get_trail_size_modifier"), &ParticlesMaterial::get_trail_size_modifier);
ClassDB::bind_method(D_METHOD("set_trail_color_modifier", "texture"), &ParticlesMaterial::set_trail_color_modifier);
ClassDB::bind_method(D_METHOD("get_trail_color_modifier"), &ParticlesMaterial::get_trail_color_modifier);
ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity);
ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity);
ADD_GROUP("Trail", "trail_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_divisor", PROPERTY_HINT_RANGE, "1,1000000,1"), "set_trail_divisor", "get_trail_divisor");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_size_modifier", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_trail_size_modifier", "get_trail_size_modifier");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_color_modifier", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_trail_color_modifier", "get_trail_color_modifier");
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::REAL, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01"), "set_emission_sphere_radius", "get_emission_sphere_radius");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_point_texture", "get_emission_point_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_normal_texture", "get_emission_normal_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_color_texture", "get_emission_color_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count");
ADD_GROUP("Flags", "flag_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_flag", "get_flag", FLAG_DISABLE_Z);
ADD_GROUP("Spread", "");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
ADD_GROUP("Gravity", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("Initial Velocity", "initial_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "angular_velocity", PROPERTY_HINT_RANGE, "-360,360,0.01"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
ADD_GROUP("Orbit Velocity", "orbit_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
ADD_GROUP("Linear Accel", "linear_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
ADD_GROUP("Radial Accel", "radial_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
ADD_GROUP("Tangential Accel", "tangential_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
ADD_GROUP("Damping", "");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_param", "get_param", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
ADD_GROUP("Angle", "");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1"), "set_param", "get_param", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
ADD_GROUP("Scale", "");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_param", "get_param", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", 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, "GradientTexture"), "set_color_ramp", "get_color_ramp");
ADD_GROUP("Hue Variation", "hue_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.1"), "set_param", "get_param", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
ADD_GROUP("Animation", "anim_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_param", "get_param", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anim_loop"), "set_flag", "get_flag", FLAG_ANIM_LOOP);
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);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
}
ParticlesMaterial::ParticlesMaterial()
: element(this) {
set_spread(45);
set_flatness(0);
set_param(PARAM_INITIAL_LINEAR_VELOCITY, 1);
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_box_extents(Vector3(1, 1, 1));
set_trail_divisor(1);
set_gravity(Vector3(0, -9.8, 0));
emission_point_count = 1;
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));
current_key.key = 0;
current_key.invalid_key = 1;
_queue_shader_change();
}
ParticlesMaterial::~ParticlesMaterial() {
}