godot/scene/3d/gpu_particles_collision_3d.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

343 lines
9.4 KiB
C++

/*************************************************************************/
/* gpu_particles_collision_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GPU_PARTICLES_COLLISION_3D_H
#define GPU_PARTICLES_COLLISION_3D_H
#include "core/templates/local_vector.h"
#include "core/templates/rid.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/material.h"
class GPUParticlesCollision3D : public VisualInstance3D {
GDCLASS(GPUParticlesCollision3D, VisualInstance3D);
uint32_t cull_mask = 0xFFFFFFFF;
RID collision;
protected:
_FORCE_INLINE_ RID _get_collision() { return collision; }
static void _bind_methods();
GPUParticlesCollision3D(RS::ParticlesCollisionType p_type);
public:
void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
~GPUParticlesCollision3D();
};
class GPUParticlesCollisionSphere : public GPUParticlesCollision3D {
GDCLASS(GPUParticlesCollisionSphere, GPUParticlesCollision3D);
float radius = 1.0;
protected:
static void _bind_methods();
public:
void set_radius(float p_radius);
float get_radius() const;
virtual AABB get_aabb() const override;
GPUParticlesCollisionSphere();
~GPUParticlesCollisionSphere();
};
class GPUParticlesCollisionBox : public GPUParticlesCollision3D {
GDCLASS(GPUParticlesCollisionBox, GPUParticlesCollision3D);
Vector3 extents = Vector3(1, 1, 1);
protected:
static void _bind_methods();
public:
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
virtual AABB get_aabb() const override;
GPUParticlesCollisionBox();
~GPUParticlesCollisionBox();
};
class GPUParticlesCollisionSDF : public GPUParticlesCollision3D {
GDCLASS(GPUParticlesCollisionSDF, GPUParticlesCollision3D);
public:
enum Resolution {
RESOLUTION_16,
RESOLUTION_32,
RESOLUTION_64,
RESOLUTION_128,
RESOLUTION_256,
RESOLUTION_512,
RESOLUTION_MAX,
};
typedef void (*BakeBeginFunc)(int);
typedef void (*BakeStepFunc)(int, const String &);
typedef void (*BakeEndFunc)();
private:
Vector3 extents = Vector3(1, 1, 1);
Resolution resolution = RESOLUTION_64;
Ref<Texture3D> texture;
float thickness = 1.0;
struct PlotMesh {
Ref<Mesh> mesh;
Transform local_xform;
};
void _find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes);
struct BVH {
enum {
LEAF_BIT = 1 << 30,
LEAF_MASK = LEAF_BIT - 1
};
AABB bounds;
uint32_t children[2];
};
struct FacePos {
Vector3 center;
uint32_t index;
};
struct FaceSort {
uint32_t axis;
bool operator()(const FacePos &p_left, const FacePos &p_right) const {
return p_left.center[axis] < p_right.center[axis];
}
};
uint32_t _create_bvh(LocalVector<BVH> &bvh_tree, FacePos *p_faces, uint32_t p_face_count, const Face3 *p_triangles, float p_thickness);
struct ComputeSDFParams {
float *cells;
Vector3i size;
float cell_size;
Vector3 cell_offset;
const BVH *bvh;
const Face3 *triangles;
float thickness;
};
void _find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance);
void _compute_sdf_z(uint32_t p_z, ComputeSDFParams *params);
void _compute_sdf(ComputeSDFParams *params);
protected:
static void _bind_methods();
public:
void set_thickness(float p_thickness);
float get_thickness() const;
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
void set_resolution(Resolution p_resolution);
Resolution get_resolution() const;
void set_texture(const Ref<Texture3D> &p_texture);
Ref<Texture3D> get_texture() const;
Vector3i get_estimated_cell_size() const;
Ref<Image> bake();
virtual AABB get_aabb() const override;
static BakeBeginFunc bake_begin_function;
static BakeStepFunc bake_step_function;
static BakeEndFunc bake_end_function;
GPUParticlesCollisionSDF();
~GPUParticlesCollisionSDF();
};
VARIANT_ENUM_CAST(GPUParticlesCollisionSDF::Resolution)
class GPUParticlesCollisionHeightField : public GPUParticlesCollision3D {
GDCLASS(GPUParticlesCollisionHeightField, GPUParticlesCollision3D);
public:
enum Resolution {
RESOLUTION_256,
RESOLUTION_512,
RESOLUTION_1024,
RESOLUTION_2048,
RESOLUTION_4096,
RESOLUTION_8192,
RESOLUTION_MAX,
};
enum UpdateMode {
UPDATE_MODE_WHEN_MOVED,
UPDATE_MODE_ALWAYS,
};
private:
Vector3 extents = Vector3(1, 1, 1);
Resolution resolution = RESOLUTION_1024;
bool follow_camera_mode = false;
float follow_camera_push_ratio = 0.1;
UpdateMode update_mode = UPDATE_MODE_WHEN_MOVED;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
void set_resolution(Resolution p_resolution);
Resolution get_resolution() const;
void set_update_mode(UpdateMode p_update_mode);
UpdateMode get_update_mode() const;
void set_follow_camera_mode(bool p_enabled);
bool is_follow_camera_mode_enabled() const;
void set_follow_camera_push_ratio(float p_ratio);
float get_follow_camera_push_ratio() const;
virtual AABB get_aabb() const override;
GPUParticlesCollisionHeightField();
~GPUParticlesCollisionHeightField();
};
VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::Resolution)
VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::UpdateMode)
class GPUParticlesAttractor3D : public VisualInstance3D {
GDCLASS(GPUParticlesAttractor3D, VisualInstance3D);
uint32_t cull_mask = 0xFFFFFFFF;
RID collision;
float strength = 1.0;
float attenuation = 1.0;
float directionality = 0.0;
protected:
_FORCE_INLINE_ RID _get_collision() { return collision; }
static void _bind_methods();
GPUParticlesAttractor3D(RS::ParticlesCollisionType p_type);
public:
void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
void set_strength(float p_strength);
float get_strength() const;
void set_attenuation(float p_attenuation);
float get_attenuation() const;
void set_directionality(float p_directionality);
float get_directionality() const;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
~GPUParticlesAttractor3D();
};
class GPUParticlesAttractorSphere : public GPUParticlesAttractor3D {
GDCLASS(GPUParticlesAttractorSphere, GPUParticlesAttractor3D);
float radius = 1.0;
protected:
static void _bind_methods();
public:
void set_radius(float p_radius);
float get_radius() const;
virtual AABB get_aabb() const override;
GPUParticlesAttractorSphere();
~GPUParticlesAttractorSphere();
};
class GPUParticlesAttractorBox : public GPUParticlesAttractor3D {
GDCLASS(GPUParticlesAttractorBox, GPUParticlesAttractor3D);
Vector3 extents = Vector3(1, 1, 1);
protected:
static void _bind_methods();
public:
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
virtual AABB get_aabb() const override;
GPUParticlesAttractorBox();
~GPUParticlesAttractorBox();
};
class GPUParticlesAttractorVectorField : public GPUParticlesAttractor3D {
GDCLASS(GPUParticlesAttractorVectorField, GPUParticlesAttractor3D);
Vector3 extents = Vector3(1, 1, 1);
Ref<Texture3D> texture;
protected:
static void _bind_methods();
public:
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
void set_texture(const Ref<Texture3D> &p_texture);
Ref<Texture3D> get_texture() const;
virtual AABB get_aabb() const override;
GPUParticlesAttractorVectorField();
~GPUParticlesAttractorVectorField();
};
#endif // GPU_PARTICLES_COLLISION_3D_H