godot/scene/3d/particles.cpp
PouleyKetchoupp 530665197f Fixed Particles restart after visibility has been set to off and on again
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted.

Fixed #33476
2019-11-09 09:51:17 +01:00

442 lines
17 KiB
C++

/*************************************************************************/
/* particles.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* the following conditions: */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#include "particles.h"
#include "core/os/os.h"
#include "scene/resources/particles_material.h"
#include "servers/visual_server.h"
AABB Particles::get_aabb() const {
return AABB();
}
PoolVector<Face3> Particles::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
void Particles::set_emitting(bool p_emitting) {
VS::get_singleton()->particles_set_emitting(particles, p_emitting);
if (p_emitting && one_shot) {
set_process_internal(true);
} else if (!p_emitting) {
set_process_internal(false);
}
}
void Particles::set_amount(int p_amount) {
ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
amount = p_amount;
VS::get_singleton()->particles_set_amount(particles, amount);
}
void Particles::set_lifetime(float p_lifetime) {
ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 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 (is_emitting()) {
set_process_internal(true);
if (!one_shot)
VisualServer::get_singleton()->particles_restart(particles);
}
if (!one_shot)
set_process_internal(false);
}
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 AABB &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 VS::get_singleton()->particles_get_emitting(particles);
}
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;
}
AABB 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.write[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 {
if (OS::get_singleton()->get_current_video_driver() == OS::VIDEO_DRIVER_GLES2) {
return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles node instead. You can use the \"Convert to CPUParticles\" option for this purpose.");
}
String warnings;
bool meshes_found = false;
bool anim_material_found = false;
for (int i = 0; i < draw_passes.size(); i++) {
if (draw_passes[i].is_valid()) {
meshes_found = true;
for (int j = 0; j < draw_passes[i]->get_surface_count(); j++) {
anim_material_found = Object::cast_to<ShaderMaterial>(draw_passes[i]->surface_get_material(j).ptr()) != NULL;
SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(draw_passes[i]->surface_get_material(j).ptr());
anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
}
if (anim_material_found) break;
}
}
anim_material_found = anim_material_found || Object::cast_to<ShaderMaterial>(get_material_override().ptr()) != NULL;
SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(get_material_override().ptr());
anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
if (!meshes_found) {
if (warnings != String())
warnings += "\n";
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.");
} else {
const ParticlesMaterial *process = Object::cast_to<ParticlesMaterial>(process_material.ptr());
if (!anim_material_found && process &&
(process->get_param(ParticlesMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param(ParticlesMaterial::PARAM_ANIM_OFFSET) != 0.0 ||
process->get_param_texture(ParticlesMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_OFFSET).is_valid())) {
if (warnings != String())
warnings += "\n";
warnings += "- " + TTR("Particles animation requires the usage of a SpatialMaterial whose Billboard Mode is set to \"Particle Billboard\".");
}
}
return warnings;
}
void Particles::restart() {
VisualServer::get_singleton()->particles_restart(particles);
VisualServer::get_singleton()->particles_set_emitting(particles, true);
}
AABB 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);
}
}
// Use internal process when emitting and one_shot are on so that when
// the shot ends the editor can properly update
if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
if (one_shot && !is_emitting()) {
_change_notify();
set_process_internal(false);
}
}
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
// make sure particles are updated before rendering occurs if they were active before
if (is_visible_in_tree() && !VS::get_singleton()->particles_is_inactive(particles)) {
VS::get_singleton()->particles_request_process(particles);
}
}
}
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_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_EXP_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_EXP_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::AABB, "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);
one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
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(AABB(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);
}