godot/scene/3d/cpu_particles.h

257 lines
5.7 KiB
C++

#ifndef CPU_PARTICLES_H
#define CPU_PARTICLES_H
#include "rid.h"
#include "scene/3d/visual_instance.h"
#include "scene/main/timer.h"
#include "scene/resources/material.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class CPUParticles : public GeometryInstance {
private:
GDCLASS(CPUParticles, GeometryInstance);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
DRAW_ORDER_VIEW_DEPTH,
};
enum Parameter {
PARAM_INITIAL_LINEAR_VELOCITY,
PARAM_ANGULAR_VELOCITY,
//PARAM_ORBIT_VELOCITY,
PARAM_LINEAR_ACCEL,
PARAM_RADIAL_ACCEL,
PARAM_TANGENTIAL_ACCEL,
PARAM_DAMPING,
PARAM_ANGLE,
PARAM_SCALE,
PARAM_HUE_VARIATION,
PARAM_ANIM_SPEED,
PARAM_ANIM_OFFSET,
PARAM_MAX
};
enum Flags {
FLAG_ALIGN_Y_TO_VELOCITY,
FLAG_ROTATE_Y,
FLAG_DISABLE_Z,
FLAG_ANIM_LOOP,
FLAG_MAX
};
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_BOX,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
};
private:
bool emitting;
struct Particle {
Transform transform;
Color color;
float custom[4];
Vector3 velocity;
bool active;
float angle_rand;
float scale_rand;
float hue_rot_rand;
float anim_offset_rand;
float time;
Color base_color;
uint32_t seed;
};
float time;
float inactive_time;
float frame_remainder;
int cycle;
RID multimesh;
PoolVector<Particle> particles;
PoolVector<float> particle_data;
PoolVector<int> particle_order;
struct SortLifetime {
const Particle *particles;
bool operator()(int p_a, int p_b) const {
return particles[p_a].time < particles[p_b].time;
}
};
struct SortAxis {
const Particle *particles;
Vector3 axis;
bool operator()(int p_a, int p_b) const {
return axis.dot(particles[p_a].transform.origin) < axis.dot(particles[p_b].transform.origin);
}
};
//
bool one_shot;
float lifetime;
float pre_process_time;
float explosiveness_ratio;
float randomness_ratio;
float speed_scale;
bool local_coords;
int fixed_fps;
bool fractional_delta;
DrawOrder draw_order;
Ref<Mesh> mesh;
////////
float spread;
float flatness;
float parameters[PARAM_MAX];
float randomness[PARAM_MAX];
Ref<Curve> curve_parameters[PARAM_MAX];
Color color;
Ref<Gradient> color_ramp;
bool flags[FLAG_MAX];
EmissionShape emission_shape;
float emission_sphere_radius;
Vector3 emission_box_extents;
PoolVector<Vector3> emission_points;
PoolVector<Vector3> emission_normals;
PoolVector<Color> emission_colors;
int emission_point_count;
bool anim_loop;
Vector3 gravity;
void _particles_process(float p_delta);
void _update_particle_data_buffer();
Mutex *update_mutex;
void _update_render_thread();
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const;
public:
AABB get_aabb() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
void set_lifetime(float p_lifetime);
void set_one_shot(bool p_one_shot);
void set_pre_process_time(float p_time);
void set_explosiveness_ratio(float p_ratio);
void set_randomness_ratio(float p_ratio);
void set_visibility_aabb(const AABB &p_aabb);
void set_use_local_coordinates(bool p_enable);
void set_speed_scale(float p_scale);
bool is_emitting() const;
int get_amount() const;
float get_lifetime() const;
bool get_one_shot() const;
float get_pre_process_time() const;
float get_explosiveness_ratio() const;
float get_randomness_ratio() const;
AABB get_visibility_aabb() const;
bool get_use_local_coordinates() const;
float get_speed_scale() const;
void set_fixed_fps(int p_count);
int get_fixed_fps() const;
void set_fractional_delta(bool p_enable);
bool get_fractional_delta() const;
void set_draw_order(DrawOrder p_order);
DrawOrder get_draw_order() const;
void set_draw_passes(int p_count);
int get_draw_passes() const;
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
///////////////////
void set_spread(float p_spread);
float get_spread() const;
void set_flatness(float p_flatness);
float get_flatness() const;
void set_param(Parameter p_param, float p_value);
float get_param(Parameter p_param) const;
void set_param_randomness(Parameter p_param, float p_value);
float get_param_randomness(Parameter p_param) const;
void set_param_curve(Parameter p_param, const Ref<Curve> &p_curve);
Ref<Curve> get_param_curve(Parameter p_param) const;
void set_color(const Color &p_color);
Color get_color() const;
void set_color_ramp(const Ref<Gradient> &p_texture);
Ref<Gradient> get_color_ramp() const;
void set_particle_flag(Flags p_flag, bool p_enable);
bool get_particle_flag(Flags p_flag) const;
void set_emission_shape(EmissionShape p_shape);
void set_emission_sphere_radius(float p_radius);
void set_emission_box_extents(Vector3 p_extents);
void set_emission_points(const PoolVector<Vector3> &p_points);
void set_emission_normals(const PoolVector<Vector3> &p_normals);
void set_emission_colors(const PoolVector<Color> &p_colors);
void set_emission_point_count(int p_count);
EmissionShape get_emission_shape() const;
float get_emission_sphere_radius() const;
Vector3 get_emission_box_extents() const;
PoolVector<Vector3> get_emission_points() const;
PoolVector<Vector3> get_emission_normals() const;
PoolVector<Color> get_emission_colors() const;
int get_emission_point_count() const;
void set_gravity(const Vector3 &p_gravity);
Vector3 get_gravity() const;
virtual String get_configuration_warning() const;
void restart();
CPUParticles();
~CPUParticles();
};
VARIANT_ENUM_CAST(CPUParticles::DrawOrder)
VARIANT_ENUM_CAST(CPUParticles::Parameter)
VARIANT_ENUM_CAST(CPUParticles::Flags)
VARIANT_ENUM_CAST(CPUParticles::EmissionShape)
#endif // CPU_PARTICLES_H