godot/scene/3d/cpu_particles_3d.h
Pedro J. Estébanez 8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00

299 lines
8.6 KiB
C++

/*************************************************************************/
/* cpu_particles_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CPU_PARTICLES_H
#define CPU_PARTICLES_H
#include "core/templates/rid.h"
#include "core/templates/safe_refcount.h"
#include "scene/3d/visual_instance_3d.h"
class CPUParticles3D : public GeometryInstance3D {
private:
GDCLASS(CPUParticles3D, GeometryInstance3D);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
DRAW_ORDER_VIEW_DEPTH,
DRAW_ORDER_MAX
};
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 ParticleFlags {
PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
PARTICLE_FLAG_ROTATE_Y,
PARTICLE_FLAG_DISABLE_Z,
PARTICLE_FLAG_MAX
};
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_BOX,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
EMISSION_SHAPE_MAX
};
private:
bool emitting = false;
struct Particle {
Transform transform;
Color color;
float custom[4] = {};
Vector3 velocity;
bool active = false;
float angle_rand = 0.0;
float scale_rand = 0.0;
float hue_rot_rand = 0.0;
float anim_offset_rand = 0.0;
float time = 0.0;
float lifetime = 0.0;
Color base_color;
uint32_t seed = 0;
};
float time = 0.0;
float inactive_time = 0.0;
float frame_remainder = 0.0;
int cycle = 0;
bool redraw = false;
RID multimesh;
Vector<Particle> particles;
Vector<float> particle_data;
Vector<int> particle_order;
struct SortLifetime {
const Particle *particles = nullptr;
bool operator()(int p_a, int p_b) const {
return particles[p_a].time > particles[p_b].time;
}
};
struct SortAxis {
const Particle *particles = nullptr;
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 = false;
float lifetime = 1.0;
float pre_process_time = 0.0;
float explosiveness_ratio = 0.0;
float randomness_ratio = 0.0;
float lifetime_randomness = 0.0;
float speed_scale = 1.0;
bool local_coords = true;
int fixed_fps = 0;
bool fractional_delta = true;
Transform inv_emission_transform;
SafeFlag can_update;
DrawOrder draw_order = DRAW_ORDER_INDEX;
Ref<Mesh> mesh;
////////
Vector3 direction = Vector3(1, 0, 0);
float spread = 45.0;
float flatness = 0.0;
float parameters[PARAM_MAX];
float randomness[PARAM_MAX] = {};
Ref<Curve> curve_parameters[PARAM_MAX];
Color color = Color(1, 1, 1, 1);
Ref<Gradient> color_ramp;
bool particle_flags[PARTICLE_FLAG_MAX] = {};
EmissionShape emission_shape = EMISSION_SHAPE_POINT;
float emission_sphere_radius = 1.0;
Vector3 emission_box_extents = Vector3(1, 1, 1);
Vector<Vector3> emission_points;
Vector<Vector3> emission_normals;
Vector<Color> emission_colors;
int emission_point_count = 0;
Vector3 gravity = Vector3(0, -9.8, 0);
void _update_internal();
void _particles_process(float p_delta);
void _update_particle_data_buffer();
Mutex update_mutex;
void _update_render_thread();
void _set_redraw(bool p_redraw);
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const override;
public:
AABB get_aabb() const override;
Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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_lifetime_randomness(float p_random);
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;
float get_lifetime_randomness() 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_direction(Vector3 p_direction);
Vector3 get_direction() 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_ramp);
Ref<Gradient> get_color_ramp() const;
void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
bool get_particle_flag(ParticleFlags p_particle_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 Vector<Vector3> &p_points);
void set_emission_normals(const Vector<Vector3> &p_normals);
void set_emission_colors(const Vector<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;
Vector<Vector3> get_emission_points() const;
Vector<Vector3> get_emission_normals() const;
Vector<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 override;
void restart();
void convert_from_particles(Node *p_particles);
CPUParticles3D();
~CPUParticles3D();
};
VARIANT_ENUM_CAST(CPUParticles3D::DrawOrder)
VARIANT_ENUM_CAST(CPUParticles3D::Parameter)
VARIANT_ENUM_CAST(CPUParticles3D::ParticleFlags)
VARIANT_ENUM_CAST(CPUParticles3D::EmissionShape)
#endif // CPU_PARTICLES_H