godot/scene/3d/gpu_particles_3d.h
QbieShay e9eb0b6082 Implemented tools around particles seed randomization.
The purpose of this code is to expose the necessary
functions for users and engine devs to develop tooling
for properly timing and seeking inside particles.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-11 16:31:24 +01:00

215 lines
7 KiB
C++

/**************************************************************************/
/* gpu_particles_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_3D_H
#define GPU_PARTICLES_3D_H
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/3d/skin.h"
class GPUParticles3D : public GeometryInstance3D {
private:
GDCLASS(GPUParticles3D, GeometryInstance3D);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
DRAW_ORDER_REVERSE_LIFETIME,
DRAW_ORDER_VIEW_DEPTH,
};
enum TransformAlign {
TRANSFORM_ALIGN_DISABLED,
TRANSFORM_ALIGN_Z_BILLBOARD,
TRANSFORM_ALIGN_Y_TO_VELOCITY,
TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY
};
enum {
MAX_DRAW_PASSES = 4
};
private:
RID particles;
bool emitting = false;
bool active = false;
bool signal_canceled = false;
bool one_shot = false;
int amount = 0;
float amount_ratio = 1.0;
double lifetime = 0.0;
double pre_process_time = 0.0;
real_t explosiveness_ratio = 0.0;
real_t randomness_ratio = 0.0;
double speed_scale = 0.0;
AABB visibility_aabb;
bool local_coords = false;
int fixed_fps = 0;
bool fractional_delta = false;
bool interpolate = true;
NodePath sub_emitter;
real_t collision_base_size = 0.01;
uint32_t seed = 0;
bool use_fixed_seed = false;
bool trail_enabled = false;
double trail_lifetime = 0.3;
TransformAlign transform_align = TRANSFORM_ALIGN_DISABLED;
Ref<Material> process_material;
DrawOrder draw_order = DRAW_ORDER_INDEX;
Vector<Ref<Mesh>> draw_passes;
Ref<Skin> skin;
double time = 0.0;
double emission_time = 0.0;
double active_time = 0.0;
float interp_to_end_factor = 0;
Vector3 previous_velocity;
Vector3 previous_position;
void _attach_sub_emitter();
void _skinning_changed();
protected:
static void _bind_methods();
void _notification(int p_what);
void _validate_property(PropertyInfo &p_property) const;
#ifndef DISABLE_DEPRECATED
void _restart_bind_compat_92089();
static void _bind_compatibility_methods();
#endif
public:
AABB get_aabb() const override;
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
void set_lifetime(double p_lifetime);
void set_one_shot(bool p_one_shot);
void set_pre_process_time(double p_time);
void set_explosiveness_ratio(real_t p_ratio);
void set_randomness_ratio(real_t p_ratio);
void set_visibility_aabb(const AABB &p_aabb);
void set_use_local_coordinates(bool p_enable);
void set_process_material(const Ref<Material> &p_material);
void set_speed_scale(double p_scale);
void set_collision_base_size(real_t p_ratio);
void set_trail_enabled(bool p_enabled);
void set_trail_lifetime(double p_seconds);
void set_interp_to_end(float p_interp);
bool is_emitting() const;
int get_amount() const;
double get_lifetime() const;
bool get_one_shot() const;
double get_pre_process_time() const;
real_t get_explosiveness_ratio() const;
real_t get_randomness_ratio() const;
AABB get_visibility_aabb() const;
bool get_use_local_coordinates() const;
Ref<Material> get_process_material() const;
double get_speed_scale() const;
real_t get_collision_base_size() const;
bool is_trail_enabled() const;
double get_trail_lifetime() const;
float get_interp_to_end() const;
void set_amount_ratio(float p_ratio);
float get_amount_ratio() 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_interpolate(bool p_enable);
bool get_interpolate() 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_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh);
Ref<Mesh> get_draw_pass_mesh(int p_pass) const;
PackedStringArray get_configuration_warnings() const override;
void set_sub_emitter(const NodePath &p_path);
NodePath get_sub_emitter() const;
void set_skin(const Ref<Skin> &p_skin);
Ref<Skin> get_skin() const;
void set_transform_align(TransformAlign p_align);
TransformAlign get_transform_align() const;
void restart(bool p_keep_seed = false);
void set_use_fixed_seed(bool p_use_fixed_seed);
bool get_use_fixed_seed() const;
void set_seed(uint32_t p_seed);
uint32_t get_seed() const;
void request_particles_process(real_t p_requested_process_time);
enum EmitFlags {
EMIT_FLAG_POSITION = RS::PARTICLES_EMIT_FLAG_POSITION,
EMIT_FLAG_ROTATION_SCALE = RS::PARTICLES_EMIT_FLAG_ROTATION_SCALE,
EMIT_FLAG_VELOCITY = RS::PARTICLES_EMIT_FLAG_VELOCITY,
EMIT_FLAG_COLOR = RS::PARTICLES_EMIT_FLAG_COLOR,
EMIT_FLAG_CUSTOM = RS::PARTICLES_EMIT_FLAG_CUSTOM
};
void emit_particle(const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
AABB capture_aabb() const;
void convert_from_particles(Node *p_particles);
GPUParticles3D();
~GPUParticles3D();
};
VARIANT_ENUM_CAST(GPUParticles3D::DrawOrder)
VARIANT_ENUM_CAST(GPUParticles3D::TransformAlign)
VARIANT_ENUM_CAST(GPUParticles3D::EmitFlags)
#endif // GPU_PARTICLES_3D_H