godot/scene/2d/particles_2d.cpp
JFonS 85ce4a67ed Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00

390 lines
15 KiB
C++

/*************************************************************************/
/* particles_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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_2d.h"
#include "scene/resources/particles_material.h"
#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
#include "core/engine.h"
#endif
void Particles2D::set_emitting(bool p_emitting) {
VS::get_singleton()->particles_set_emitting(particles, p_emitting);
}
void Particles2D::set_amount(int p_amount) {
ERR_FAIL_COND(p_amount < 1);
amount = p_amount;
VS::get_singleton()->particles_set_amount(particles, amount);
}
void Particles2D::set_lifetime(float p_lifetime) {
ERR_FAIL_COND(p_lifetime <= 0);
lifetime = p_lifetime;
VS::get_singleton()->particles_set_lifetime(particles, lifetime);
}
void Particles2D::set_one_shot(bool p_enable) {
one_shot = p_enable;
VS::get_singleton()->particles_set_one_shot(particles, one_shot);
if (!one_shot && is_emitting())
VisualServer::get_singleton()->particles_restart(particles);
}
void Particles2D::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 Particles2D::set_explosiveness_ratio(float p_ratio) {
explosiveness_ratio = p_ratio;
VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
}
void Particles2D::set_randomness_ratio(float p_ratio) {
randomness_ratio = p_ratio;
VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
}
void Particles2D::set_visibility_rect(const Rect2 &p_visibility_rect) {
visibility_rect = p_visibility_rect;
AABB aabb;
aabb.position.x = p_visibility_rect.position.x;
aabb.position.y = p_visibility_rect.position.y;
aabb.size.x = p_visibility_rect.size.x;
aabb.size.y = p_visibility_rect.size.y;
VS::get_singleton()->particles_set_custom_aabb(particles, aabb);
_change_notify("visibility_rect");
update();
}
void Particles2D::set_use_local_coordinates(bool p_enable) {
local_coords = p_enable;
VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
set_notify_transform(!p_enable);
if (!p_enable && is_inside_tree()) {
_update_particle_emission_transform();
}
}
void Particles2D::_update_particle_emission_transform() {
Transform2D xf2d = get_global_transform();
Transform xf;
xf.basis.set_axis(0, Vector3(xf2d.get_axis(0).x, xf2d.get_axis(0).y, 0));
xf.basis.set_axis(1, Vector3(xf2d.get_axis(1).x, xf2d.get_axis(1).y, 0));
xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0));
VS::get_singleton()->particles_set_emission_transform(particles, xf);
}
void Particles2D::set_process_material(const Ref<Material> &p_material) {
process_material = p_material;
Ref<ParticlesMaterial> pm = p_material;
if (pm.is_valid() && !pm->get_flag(ParticlesMaterial::FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) {
// Likely a new (3D) material, modify it to match 2D space
pm->set_flag(ParticlesMaterial::FLAG_DISABLE_Z, true);
pm->set_gravity(Vector3(0, 98, 0));
}
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 Particles2D::set_speed_scale(float p_scale) {
speed_scale = p_scale;
VS::get_singleton()->particles_set_speed_scale(particles, p_scale);
}
bool Particles2D::is_emitting() const {
return VS::get_singleton()->particles_get_emitting(particles);
}
int Particles2D::get_amount() const {
return amount;
}
float Particles2D::get_lifetime() const {
return lifetime;
}
bool Particles2D::get_one_shot() const {
return one_shot;
}
float Particles2D::get_pre_process_time() const {
return pre_process_time;
}
float Particles2D::get_explosiveness_ratio() const {
return explosiveness_ratio;
}
float Particles2D::get_randomness_ratio() const {
return randomness_ratio;
}
Rect2 Particles2D::get_visibility_rect() const {
return visibility_rect;
}
bool Particles2D::get_use_local_coordinates() const {
return local_coords;
}
Ref<Material> Particles2D::get_process_material() const {
return process_material;
}
float Particles2D::get_speed_scale() const {
return speed_scale;
}
void Particles2D::set_draw_order(DrawOrder p_order) {
draw_order = p_order;
VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order));
}
Particles2D::DrawOrder Particles2D::get_draw_order() const {
return draw_order;
}
void Particles2D::set_fixed_fps(int p_count) {
fixed_fps = p_count;
VS::get_singleton()->particles_set_fixed_fps(particles, p_count);
}
int Particles2D::get_fixed_fps() const {
return fixed_fps;
}
void Particles2D::set_fractional_delta(bool p_enable) {
fractional_delta = p_enable;
VS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
}
bool Particles2D::get_fractional_delta() const {
return fractional_delta;
}
String Particles2D::get_configuration_warning() const {
String warnings;
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;
}
Rect2 Particles2D::capture_rect() const {
AABB aabb = VS::get_singleton()->particles_get_current_aabb(particles);
Rect2 r;
r.position.x = aabb.position.x;
r.position.y = aabb.position.y;
r.size.x = aabb.size.x;
r.size.y = aabb.size.y;
return r;
}
void Particles2D::set_texture(const Ref<Texture> &p_texture) {
texture = p_texture;
update();
}
Ref<Texture> Particles2D::get_texture() const {
return texture;
}
void Particles2D::set_normal_map(const Ref<Texture> &p_normal_map) {
normal_map = p_normal_map;
update();
}
Ref<Texture> Particles2D::get_normal_map() const {
return normal_map;
}
void Particles2D::_validate_property(PropertyInfo &property) const {
}
void Particles2D::restart() {
VS::get_singleton()->particles_restart(particles);
}
void Particles2D::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
RID texture_rid;
if (texture.is_valid())
texture_rid = texture->get_rid();
RID normal_rid;
if (normal_map.is_valid())
normal_rid = normal_map->get_rid();
VS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid);
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_a_parent_of(this))) {
draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false);
}
#endif
}
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);
}
}
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
_update_particle_emission_transform();
}
}
void Particles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &Particles2D::set_emitting);
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &Particles2D::set_amount);
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &Particles2D::set_lifetime);
ClassDB::bind_method(D_METHOD("set_one_shot", "secs"), &Particles2D::set_one_shot);
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &Particles2D::set_pre_process_time);
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &Particles2D::set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &Particles2D::set_randomness_ratio);
ClassDB::bind_method(D_METHOD("set_visibility_rect", "visibility_rect"), &Particles2D::set_visibility_rect);
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &Particles2D::set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &Particles2D::set_fixed_fps);
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &Particles2D::set_fractional_delta);
ClassDB::bind_method(D_METHOD("set_process_material", "material"), &Particles2D::set_process_material);
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &Particles2D::set_speed_scale);
ClassDB::bind_method(D_METHOD("is_emitting"), &Particles2D::is_emitting);
ClassDB::bind_method(D_METHOD("get_amount"), &Particles2D::get_amount);
ClassDB::bind_method(D_METHOD("get_lifetime"), &Particles2D::get_lifetime);
ClassDB::bind_method(D_METHOD("get_one_shot"), &Particles2D::get_one_shot);
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &Particles2D::get_pre_process_time);
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &Particles2D::get_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &Particles2D::get_randomness_ratio);
ClassDB::bind_method(D_METHOD("get_visibility_rect"), &Particles2D::get_visibility_rect);
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &Particles2D::get_use_local_coordinates);
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &Particles2D::get_fixed_fps);
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &Particles2D::get_fractional_delta);
ClassDB::bind_method(D_METHOD("get_process_material"), &Particles2D::get_process_material);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &Particles2D::get_speed_scale);
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &Particles2D::set_draw_order);
ClassDB::bind_method(D_METHOD("get_draw_order"), &Particles2D::get_draw_order);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Particles2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Particles2D::get_texture);
ClassDB::bind_method(D_METHOD("set_normal_map", "texture"), &Particles2D::set_normal_map);
ClassDB::bind_method(D_METHOD("get_normal_map"), &Particles2D::get_normal_map);
ClassDB::bind_method(D_METHOD("capture_rect"), &Particles2D::capture_rect);
ClassDB::bind_method(D_METHOD("restart"), &Particles2D::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::REAL, "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::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, "0,64,0.01"), "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::RECT2, "visibility_rect"), "set_visibility_rect", "get_visibility_rect");
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_GROUP("Process Material", "process_");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material");
ADD_GROUP("Textures", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_map", "get_normal_map");
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
}
Particles2D::Particles2D() {
particles = VS::get_singleton()->particles_create();
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_rect(Rect2(Vector2(-100, -100), Vector2(200, 200)));
set_use_local_coordinates(true);
set_draw_order(DRAW_ORDER_INDEX);
set_speed_scale(1);
}
Particles2D::~Particles2D() {
VS::get_singleton()->free(particles);
}