godot/scene/2d/gpu_particles_2d.cpp
Hugo Locurcio 33e1f570ff
Fix GPUParticles Inherit Velocity breaking with physics movement
GPUParticles' Inherit Velocity property used to act strangely
if the physics tick rate was lower than the rendered FPS, as velocity
was tracked in the process and not in the physics process. This
means that on certain rendered frames, the velocity was effectively
0 since there was no movement since the last rendered frame.
2024-07-02 01:46:57 +02:00

893 lines
35 KiB
C++

/**************************************************************************/
/* gpu_particles_2d.cpp */
/**************************************************************************/
/* 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, */
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/* the following conditions: */
/* */
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/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#include "gpu_particles_2d.h"
#include "scene/2d/cpu_particles_2d.h"
#include "scene/resources/atlas_texture.h"
#include "scene/resources/curve_texture.h"
#include "scene/resources/gradient_texture.h"
#include "scene/resources/particle_process_material.h"
#ifdef TOOLS_ENABLED
#include "core/config/engine.h"
#endif
void GPUParticles2D::set_emitting(bool p_emitting) {
// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
if (p_emitting && one_shot) {
if (!active && !emitting) {
// Last cycle ended.
active = true;
time = 0;
signal_canceled = false;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
} else {
signal_canceled = true;
}
set_process_internal(true);
} else if (!p_emitting) {
if (one_shot) {
set_process_internal(true);
} else {
set_process_internal(false);
}
}
emitting = p_emitting;
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
}
void GPUParticles2D::set_amount(int p_amount) {
ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
amount = p_amount;
RS::get_singleton()->particles_set_amount(particles, amount);
}
void GPUParticles2D::set_lifetime(double p_lifetime) {
ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
lifetime = p_lifetime;
RS::get_singleton()->particles_set_lifetime(particles, lifetime);
}
void GPUParticles2D::set_one_shot(bool p_enable) {
one_shot = p_enable;
RS::get_singleton()->particles_set_one_shot(particles, one_shot);
if (is_emitting()) {
set_process_internal(true);
if (!one_shot) {
RenderingServer::get_singleton()->particles_restart(particles);
}
}
if (!one_shot) {
set_process_internal(false);
}
}
void GPUParticles2D::set_pre_process_time(double p_time) {
pre_process_time = p_time;
RS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
}
void GPUParticles2D::set_explosiveness_ratio(real_t p_ratio) {
explosiveness_ratio = p_ratio;
RS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
}
void GPUParticles2D::set_randomness_ratio(real_t p_ratio) {
randomness_ratio = p_ratio;
RS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
}
void GPUParticles2D::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;
RS::get_singleton()->particles_set_custom_aabb(particles, aabb);
queue_redraw();
}
void GPUParticles2D::set_use_local_coordinates(bool p_enable) {
local_coords = p_enable;
RS::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 GPUParticles2D::_update_particle_emission_transform() {
Transform2D xf2d = get_global_transform();
Transform3D xf;
xf.basis.set_column(0, Vector3(xf2d.columns[0].x, xf2d.columns[0].y, 0));
xf.basis.set_column(1, Vector3(xf2d.columns[1].x, xf2d.columns[1].y, 0));
xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0));
RS::get_singleton()->particles_set_emission_transform(particles, xf);
}
void GPUParticles2D::set_process_material(const Ref<Material> &p_material) {
process_material = p_material;
Ref<ParticleProcessMaterial> pm = p_material;
if (pm.is_valid() && !pm->get_particle_flag(ParticleProcessMaterial::PARTICLE_FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) {
// Likely a new (3D) material, modify it to match 2D space
pm->set_particle_flag(ParticleProcessMaterial::PARTICLE_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();
}
RS::get_singleton()->particles_set_process_material(particles, material_rid);
update_configuration_warnings();
}
void GPUParticles2D::set_trail_enabled(bool p_enabled) {
trail_enabled = p_enabled;
RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_lifetime);
queue_redraw();
update_configuration_warnings();
RS::get_singleton()->particles_set_transform_align(particles, p_enabled ? RS::PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY : RS::PARTICLES_TRANSFORM_ALIGN_DISABLED);
}
void GPUParticles2D::set_trail_lifetime(double p_seconds) {
ERR_FAIL_COND(p_seconds < 0.01);
trail_lifetime = p_seconds;
RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_lifetime);
queue_redraw();
}
void GPUParticles2D::set_trail_sections(int p_sections) {
ERR_FAIL_COND(p_sections < 2);
ERR_FAIL_COND(p_sections > 128);
trail_sections = p_sections;
queue_redraw();
}
void GPUParticles2D::set_trail_section_subdivisions(int p_subdivisions) {
ERR_FAIL_COND(p_subdivisions < 1);
ERR_FAIL_COND(p_subdivisions > 1024);
trail_section_subdivisions = p_subdivisions;
queue_redraw();
}
void GPUParticles2D::set_interp_to_end(float p_interp) {
interp_to_end_factor = CLAMP(p_interp, 0.0, 1.0);
RS::get_singleton()->particles_set_interp_to_end(particles, interp_to_end_factor);
}
#ifdef TOOLS_ENABLED
void GPUParticles2D::set_show_visibility_rect(bool p_show_visibility_rect) {
show_visibility_rect = p_show_visibility_rect;
queue_redraw();
}
#endif
bool GPUParticles2D::is_trail_enabled() const {
return trail_enabled;
}
double GPUParticles2D::get_trail_lifetime() const {
return trail_lifetime;
}
void GPUParticles2D::_update_collision_size() {
real_t csize = collision_base_size;
if (texture.is_valid()) {
csize *= (texture->get_width() + texture->get_height()) / 4.0; //half size since its a radius
}
RS::get_singleton()->particles_set_collision_base_size(particles, csize);
}
void GPUParticles2D::set_collision_base_size(real_t p_size) {
collision_base_size = p_size;
_update_collision_size();
}
real_t GPUParticles2D::get_collision_base_size() const {
return collision_base_size;
}
void GPUParticles2D::set_speed_scale(double p_scale) {
speed_scale = p_scale;
RS::get_singleton()->particles_set_speed_scale(particles, p_scale);
}
bool GPUParticles2D::is_emitting() const {
return emitting;
}
int GPUParticles2D::get_amount() const {
return amount;
}
double GPUParticles2D::get_lifetime() const {
return lifetime;
}
int GPUParticles2D::get_trail_sections() const {
return trail_sections;
}
int GPUParticles2D::get_trail_section_subdivisions() const {
return trail_section_subdivisions;
}
bool GPUParticles2D::get_one_shot() const {
return one_shot;
}
double GPUParticles2D::get_pre_process_time() const {
return pre_process_time;
}
real_t GPUParticles2D::get_explosiveness_ratio() const {
return explosiveness_ratio;
}
real_t GPUParticles2D::get_randomness_ratio() const {
return randomness_ratio;
}
Rect2 GPUParticles2D::get_visibility_rect() const {
return visibility_rect;
}
bool GPUParticles2D::get_use_local_coordinates() const {
return local_coords;
}
Ref<Material> GPUParticles2D::get_process_material() const {
return process_material;
}
double GPUParticles2D::get_speed_scale() const {
return speed_scale;
}
void GPUParticles2D::set_draw_order(DrawOrder p_order) {
draw_order = p_order;
RS::get_singleton()->particles_set_draw_order(particles, RS::ParticlesDrawOrder(p_order));
}
GPUParticles2D::DrawOrder GPUParticles2D::get_draw_order() const {
return draw_order;
}
void GPUParticles2D::set_fixed_fps(int p_count) {
fixed_fps = p_count;
RS::get_singleton()->particles_set_fixed_fps(particles, p_count);
}
int GPUParticles2D::get_fixed_fps() const {
return fixed_fps;
}
void GPUParticles2D::set_fractional_delta(bool p_enable) {
fractional_delta = p_enable;
RS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
}
bool GPUParticles2D::get_fractional_delta() const {
return fractional_delta;
}
void GPUParticles2D::set_interpolate(bool p_enable) {
interpolate = p_enable;
RS::get_singleton()->particles_set_interpolate(particles, p_enable);
}
bool GPUParticles2D::get_interpolate() const {
return interpolate;
}
float GPUParticles2D::get_interp_to_end() const {
return interp_to_end_factor;
}
PackedStringArray GPUParticles2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (process_material.is_null()) {
warnings.push_back(RTR("A material to process the particles is not assigned, so no behavior is imprinted."));
} else {
CanvasItemMaterial *mat = Object::cast_to<CanvasItemMaterial>(get_material().ptr());
if (get_material().is_null() || (mat && !mat->get_particles_animation())) {
const ParticleProcessMaterial *process = Object::cast_to<ParticleProcessMaterial>(process_material.ptr());
if (process &&
(process->get_param_max(ParticleProcessMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param_max(ParticleProcessMaterial::PARAM_ANIM_OFFSET) != 0.0 ||
process->get_param_texture(ParticleProcessMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticleProcessMaterial::PARAM_ANIM_OFFSET).is_valid())) {
warnings.push_back(RTR("Particles2D animation requires the usage of a CanvasItemMaterial with \"Particles Animation\" enabled."));
}
}
}
if (trail_enabled && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
warnings.push_back(RTR("Particle trails are only available when using the Forward+ or Mobile rendering backends."));
}
if (sub_emitter != NodePath() && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
warnings.push_back(RTR("Particle sub-emitters are not available when using the GL Compatibility rendering backend."));
}
return warnings;
}
Rect2 GPUParticles2D::capture_rect() const {
AABB aabb = RS::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 GPUParticles2D::set_texture(const Ref<Texture2D> &p_texture) {
if (texture.is_valid()) {
texture->disconnect_changed(callable_mp(this, &GPUParticles2D::_texture_changed));
}
texture = p_texture;
if (texture.is_valid()) {
texture->connect_changed(callable_mp(this, &GPUParticles2D::_texture_changed));
}
_update_collision_size();
queue_redraw();
}
Ref<Texture2D> GPUParticles2D::get_texture() const {
return texture;
}
void GPUParticles2D::_validate_property(PropertyInfo &p_property) const {
}
void GPUParticles2D::emit_particle(const Transform2D &p_transform2d, const Vector2 &p_velocity2d, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
Transform3D emit_transform;
emit_transform.basis.set_column(0, Vector3(p_transform2d.columns[0].x, p_transform2d.columns[0].y, 0));
emit_transform.basis.set_column(1, Vector3(p_transform2d.columns[1].x, p_transform2d.columns[1].y, 0));
emit_transform.set_origin(Vector3(p_transform2d.get_origin().x, p_transform2d.get_origin().y, 0));
Vector3 velocity = Vector3(p_velocity2d.x, p_velocity2d.y, 0);
RS::get_singleton()->particles_emit(particles, emit_transform, velocity, p_color, p_custom, p_emit_flags);
}
void GPUParticles2D::_attach_sub_emitter() {
Node *n = get_node_or_null(sub_emitter);
if (n) {
GPUParticles2D *sen = Object::cast_to<GPUParticles2D>(n);
if (sen && sen != this) {
RS::get_singleton()->particles_set_subemitter(particles, sen->particles);
}
}
}
void GPUParticles2D::_texture_changed() {
// Changes to the texture need to trigger an update to make
// the editor redraw the sprite with the updated texture.
if (texture.is_valid()) {
queue_redraw();
}
}
void GPUParticles2D::set_sub_emitter(const NodePath &p_path) {
if (is_inside_tree()) {
RS::get_singleton()->particles_set_subemitter(particles, RID());
}
sub_emitter = p_path;
if (is_inside_tree() && sub_emitter != NodePath()) {
_attach_sub_emitter();
}
update_configuration_warnings();
}
NodePath GPUParticles2D::get_sub_emitter() const {
return sub_emitter;
}
void GPUParticles2D::set_amount_ratio(float p_ratio) {
amount_ratio = p_ratio;
RenderingServer::get_singleton()->particles_set_amount_ratio(particles, p_ratio);
}
float GPUParticles2D::get_amount_ratio() const {
return amount_ratio;
}
void GPUParticles2D::restart() {
RS::get_singleton()->particles_restart(particles);
RS::get_singleton()->particles_set_emitting(particles, true);
emitting = true;
active = true;
signal_canceled = false;
time = 0;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
if (one_shot) {
set_process_internal(true);
}
}
void GPUParticles2D::convert_from_particles(Node *p_particles) {
CPUParticles2D *cpu_particles = Object::cast_to<CPUParticles2D>(p_particles);
ERR_FAIL_NULL_MSG(cpu_particles, "Only CPUParticles2D nodes can be converted to GPUParticles2D.");
set_emitting(cpu_particles->is_emitting());
set_amount(cpu_particles->get_amount());
set_lifetime(cpu_particles->get_lifetime());
set_one_shot(cpu_particles->get_one_shot());
set_pre_process_time(cpu_particles->get_pre_process_time());
set_explosiveness_ratio(cpu_particles->get_explosiveness_ratio());
set_randomness_ratio(cpu_particles->get_randomness_ratio());
set_use_local_coordinates(cpu_particles->get_use_local_coordinates());
set_fixed_fps(cpu_particles->get_fixed_fps());
set_fractional_delta(cpu_particles->get_fractional_delta());
set_speed_scale(cpu_particles->get_speed_scale());
set_draw_order(DrawOrder(cpu_particles->get_draw_order()));
set_texture(cpu_particles->get_texture());
Ref<Material> mat = cpu_particles->get_material();
if (mat.is_valid()) {
set_material(mat);
}
Ref<ParticleProcessMaterial> proc_mat = memnew(ParticleProcessMaterial);
set_process_material(proc_mat);
Vector2 dir = cpu_particles->get_direction();
proc_mat->set_direction(Vector3(dir.x, dir.y, 0));
proc_mat->set_spread(cpu_particles->get_spread());
proc_mat->set_color(cpu_particles->get_color());
Ref<Gradient> color_grad = cpu_particles->get_color_ramp();
if (color_grad.is_valid()) {
Ref<GradientTexture1D> tex = memnew(GradientTexture1D);
tex->set_gradient(color_grad);
proc_mat->set_color_ramp(tex);
}
Ref<Gradient> color_init_grad = cpu_particles->get_color_initial_ramp();
if (color_init_grad.is_valid()) {
Ref<GradientTexture1D> tex = memnew(GradientTexture1D);
tex->set_gradient(color_init_grad);
proc_mat->set_color_initial_ramp(tex);
}
proc_mat->set_particle_flag(ParticleProcessMaterial::PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY, cpu_particles->get_particle_flag(CPUParticles2D::PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY));
proc_mat->set_emission_shape(ParticleProcessMaterial::EmissionShape(cpu_particles->get_emission_shape()));
proc_mat->set_emission_sphere_radius(cpu_particles->get_emission_sphere_radius());
Vector2 rect_extents = cpu_particles->get_emission_rect_extents();
proc_mat->set_emission_box_extents(Vector3(rect_extents.x, rect_extents.y, 0));
if (cpu_particles->get_split_scale()) {
Ref<CurveXYZTexture> scale3D = memnew(CurveXYZTexture);
scale3D->set_curve_x(cpu_particles->get_scale_curve_x());
scale3D->set_curve_y(cpu_particles->get_scale_curve_y());
proc_mat->set_param_texture(ParticleProcessMaterial::PARAM_SCALE, scale3D);
}
Vector2 gravity = cpu_particles->get_gravity();
proc_mat->set_gravity(Vector3(gravity.x, gravity.y, 0));
proc_mat->set_lifetime_randomness(cpu_particles->get_lifetime_randomness());
#define CONVERT_PARAM(m_param) \
proc_mat->set_param_min(ParticleProcessMaterial::m_param, cpu_particles->get_param_min(CPUParticles2D::m_param)); \
{ \
Ref<Curve> curve = cpu_particles->get_param_curve(CPUParticles2D::m_param); \
if (curve.is_valid()) { \
Ref<CurveTexture> tex = memnew(CurveTexture); \
tex->set_curve(curve); \
proc_mat->set_param_texture(ParticleProcessMaterial::m_param, tex); \
} \
} \
proc_mat->set_param_max(ParticleProcessMaterial::m_param, cpu_particles->get_param_max(CPUParticles2D::m_param));
CONVERT_PARAM(PARAM_INITIAL_LINEAR_VELOCITY);
CONVERT_PARAM(PARAM_ANGULAR_VELOCITY);
CONVERT_PARAM(PARAM_ORBIT_VELOCITY);
CONVERT_PARAM(PARAM_LINEAR_ACCEL);
CONVERT_PARAM(PARAM_RADIAL_ACCEL);
CONVERT_PARAM(PARAM_TANGENTIAL_ACCEL);
CONVERT_PARAM(PARAM_DAMPING);
CONVERT_PARAM(PARAM_ANGLE);
CONVERT_PARAM(PARAM_SCALE);
CONVERT_PARAM(PARAM_HUE_VARIATION);
CONVERT_PARAM(PARAM_ANIM_SPEED);
CONVERT_PARAM(PARAM_ANIM_OFFSET);
#undef CONVERT_PARAM
}
void GPUParticles2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
RID texture_rid;
Size2 size;
if (texture.is_valid()) {
texture_rid = texture->get_rid();
size = texture->get_size();
} else {
size = Size2(1, 1);
}
if (trail_enabled) {
RS::get_singleton()->mesh_clear(mesh);
PackedVector2Array points;
PackedVector2Array uvs;
PackedInt32Array bone_indices;
PackedFloat32Array bone_weights;
PackedInt32Array indices;
int total_segments = trail_sections * trail_section_subdivisions;
real_t depth = size.height * trail_sections;
for (int j = 0; j <= total_segments; j++) {
real_t v = j;
v /= total_segments;
real_t y = depth * v;
y = (depth * 0.5) - y;
int bone = j / trail_section_subdivisions;
real_t blend = 1.0 - real_t(j % trail_section_subdivisions) / real_t(trail_section_subdivisions);
real_t s = size.width;
points.push_back(Vector2(-s * 0.5, 0));
points.push_back(Vector2(+s * 0.5, 0));
uvs.push_back(Vector2(0, v));
uvs.push_back(Vector2(1, v));
for (int i = 0; i < 2; i++) {
bone_indices.push_back(bone);
bone_indices.push_back(MIN(trail_sections, bone + 1));
bone_indices.push_back(0);
bone_indices.push_back(0);
bone_weights.push_back(blend);
bone_weights.push_back(1.0 - blend);
bone_weights.push_back(0);
bone_weights.push_back(0);
}
if (j > 0) {
int base = j * 2 - 2;
indices.push_back(base + 0);
indices.push_back(base + 1);
indices.push_back(base + 2);
indices.push_back(base + 1);
indices.push_back(base + 3);
indices.push_back(base + 2);
}
}
Array arr;
arr.resize(RS::ARRAY_MAX);
arr[RS::ARRAY_VERTEX] = points;
arr[RS::ARRAY_TEX_UV] = uvs;
arr[RS::ARRAY_BONES] = bone_indices;
arr[RS::ARRAY_WEIGHTS] = bone_weights;
arr[RS::ARRAY_INDEX] = indices;
RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
Vector<Transform3D> xforms;
for (int i = 0; i <= trail_sections; i++) {
Transform3D xform;
/*
xform.origin.y = depth / 2.0 - size.height * real_t(i);
xform.origin.y = -xform.origin.y; //bind is an inverse transform, so negate y */
xforms.push_back(xform);
}
RS::get_singleton()->particles_set_trail_bind_poses(particles, xforms);
} else {
RS::get_singleton()->mesh_clear(mesh);
Vector<Vector2> points = {
Vector2(-size.x / 2.0, -size.y / 2.0),
Vector2(size.x / 2.0, -size.y / 2.0),
Vector2(size.x / 2.0, size.y / 2.0),
Vector2(-size.x / 2.0, size.y / 2.0)
};
Vector<Vector2> uvs;
AtlasTexture *atlas_texure = Object::cast_to<AtlasTexture>(*texture);
if (atlas_texure && atlas_texure->get_atlas().is_valid()) {
Rect2 region_rect = atlas_texure->get_region();
Size2 atlas_size = atlas_texure->get_atlas()->get_size();
uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, region_rect.position.y / atlas_size.y));
uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, region_rect.position.y / atlas_size.y));
uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
} else {
uvs.push_back(Vector2(0, 0));
uvs.push_back(Vector2(1, 0));
uvs.push_back(Vector2(1, 1));
uvs.push_back(Vector2(0, 1));
}
Vector<int> indices = { 0, 1, 2, 0, 2, 3 };
Array arr;
arr.resize(RS::ARRAY_MAX);
arr[RS::ARRAY_VERTEX] = points;
arr[RS::ARRAY_TEX_UV] = uvs;
arr[RS::ARRAY_INDEX] = indices;
RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
RS::get_singleton()->particles_set_trail_bind_poses(particles, Vector<Transform3D>());
}
RS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid);
#ifdef TOOLS_ENABLED
if (show_visibility_rect) {
draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false);
}
#endif
} break;
case NOTIFICATION_ENTER_TREE: {
if (sub_emitter != NodePath()) {
_attach_sub_emitter();
}
if (can_process()) {
RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
} else {
RS::get_singleton()->particles_set_speed_scale(particles, 0);
}
set_process_internal(true);
set_physics_process_internal(true);
previous_position = get_global_position();
} break;
case NOTIFICATION_EXIT_TREE: {
RS::get_singleton()->particles_set_subemitter(particles, RID());
} break;
case NOTIFICATION_PAUSED:
case NOTIFICATION_UNPAUSED: {
if (is_inside_tree()) {
if (can_process()) {
RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
} else {
RS::get_singleton()->particles_set_speed_scale(particles, 0);
}
}
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
_update_particle_emission_transform();
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (one_shot) {
time += get_process_delta_time();
if (time > emission_time) {
emitting = false;
if (!active) {
set_process_internal(false);
}
}
if (time > active_time) {
if (active && !signal_canceled) {
emit_signal(SceneStringName(finished));
}
active = false;
if (!emitting) {
set_process_internal(false);
}
}
}
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// Update velocity in physics process, so that velocity calculations remain correct
// if the physics tick rate is lower than the rendered framerate (especially without physics interpolation).
const Vector3 velocity = Vector3((get_global_position() - previous_position).x, (get_global_position() - previous_position).y, 0.0) /
get_physics_process_delta_time();
if (velocity != previous_velocity) {
RS::get_singleton()->particles_set_emitter_velocity(particles, velocity);
previous_velocity = velocity;
}
previous_position = get_global_position();
} break;
}
}
void GPUParticles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &GPUParticles2D::set_emitting);
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &GPUParticles2D::set_amount);
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &GPUParticles2D::set_lifetime);
ClassDB::bind_method(D_METHOD("set_one_shot", "secs"), &GPUParticles2D::set_one_shot);
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &GPUParticles2D::set_pre_process_time);
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &GPUParticles2D::set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &GPUParticles2D::set_randomness_ratio);
ClassDB::bind_method(D_METHOD("set_visibility_rect", "visibility_rect"), &GPUParticles2D::set_visibility_rect);
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &GPUParticles2D::set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &GPUParticles2D::set_fixed_fps);
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &GPUParticles2D::set_fractional_delta);
ClassDB::bind_method(D_METHOD("set_interpolate", "enable"), &GPUParticles2D::set_interpolate);
ClassDB::bind_method(D_METHOD("set_process_material", "material"), &GPUParticles2D::set_process_material);
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &GPUParticles2D::set_speed_scale);
ClassDB::bind_method(D_METHOD("set_collision_base_size", "size"), &GPUParticles2D::set_collision_base_size);
ClassDB::bind_method(D_METHOD("set_interp_to_end", "interp"), &GPUParticles2D::set_interp_to_end);
ClassDB::bind_method(D_METHOD("is_emitting"), &GPUParticles2D::is_emitting);
ClassDB::bind_method(D_METHOD("get_amount"), &GPUParticles2D::get_amount);
ClassDB::bind_method(D_METHOD("get_lifetime"), &GPUParticles2D::get_lifetime);
ClassDB::bind_method(D_METHOD("get_one_shot"), &GPUParticles2D::get_one_shot);
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &GPUParticles2D::get_pre_process_time);
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &GPUParticles2D::get_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &GPUParticles2D::get_randomness_ratio);
ClassDB::bind_method(D_METHOD("get_visibility_rect"), &GPUParticles2D::get_visibility_rect);
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &GPUParticles2D::get_use_local_coordinates);
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &GPUParticles2D::get_fixed_fps);
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &GPUParticles2D::get_fractional_delta);
ClassDB::bind_method(D_METHOD("get_interpolate"), &GPUParticles2D::get_interpolate);
ClassDB::bind_method(D_METHOD("get_process_material"), &GPUParticles2D::get_process_material);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &GPUParticles2D::get_speed_scale);
ClassDB::bind_method(D_METHOD("get_collision_base_size"), &GPUParticles2D::get_collision_base_size);
ClassDB::bind_method(D_METHOD("get_interp_to_end"), &GPUParticles2D::get_interp_to_end);
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &GPUParticles2D::set_draw_order);
ClassDB::bind_method(D_METHOD("get_draw_order"), &GPUParticles2D::get_draw_order);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticles2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticles2D::get_texture);
ClassDB::bind_method(D_METHOD("capture_rect"), &GPUParticles2D::capture_rect);
ClassDB::bind_method(D_METHOD("restart"), &GPUParticles2D::restart);
ClassDB::bind_method(D_METHOD("set_sub_emitter", "path"), &GPUParticles2D::set_sub_emitter);
ClassDB::bind_method(D_METHOD("get_sub_emitter"), &GPUParticles2D::get_sub_emitter);
ClassDB::bind_method(D_METHOD("emit_particle", "xform", "velocity", "color", "custom", "flags"), &GPUParticles2D::emit_particle);
ClassDB::bind_method(D_METHOD("set_trail_enabled", "enabled"), &GPUParticles2D::set_trail_enabled);
ClassDB::bind_method(D_METHOD("set_trail_lifetime", "secs"), &GPUParticles2D::set_trail_lifetime);
ClassDB::bind_method(D_METHOD("is_trail_enabled"), &GPUParticles2D::is_trail_enabled);
ClassDB::bind_method(D_METHOD("get_trail_lifetime"), &GPUParticles2D::get_trail_lifetime);
ClassDB::bind_method(D_METHOD("set_trail_sections", "sections"), &GPUParticles2D::set_trail_sections);
ClassDB::bind_method(D_METHOD("get_trail_sections"), &GPUParticles2D::get_trail_sections);
ClassDB::bind_method(D_METHOD("set_trail_section_subdivisions", "subdivisions"), &GPUParticles2D::set_trail_section_subdivisions);
ClassDB::bind_method(D_METHOD("get_trail_section_subdivisions"), &GPUParticles2D::get_trail_section_subdivisions);
ClassDB::bind_method(D_METHOD("convert_from_particles", "particles"), &GPUParticles2D::convert_from_particles);
ClassDB::bind_method(D_METHOD("set_amount_ratio", "ratio"), &GPUParticles2D::set_amount_ratio);
ClassDB::bind_method(D_METHOD("get_amount_ratio"), &GPUParticles2D::get_amount_ratio);
ADD_SIGNAL(MethodInfo("finished"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY_DEFAULT("emitting", true); // Workaround for doctool in headless mode, as dummy rasterizer always returns false.
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "amount_ratio", PROPERTY_HINT_RANGE, "0,1,0.0001"), "set_amount_ratio", "get_amount_ratio");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "sub_emitter", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GPUParticles2D"), "set_sub_emitter", "get_sub_emitter");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ParticleProcessMaterial,ShaderMaterial"), "set_process_material", "get_process_material");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater,suffix:s"), "set_lifetime", "get_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01,suffix:s"), "set_pre_process_time", "get_pre_process_time");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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,suffix:FPS"), "set_fixed_fps", "get_fixed_fps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interpolate"), "set_interpolate", "get_interpolate");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "interp_to_end", PROPERTY_HINT_RANGE, "0.00,1.0,0.001"), "set_interp_to_end", "get_interp_to_end");
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_base_size", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_collision_base_size", "get_collision_base_size");
ADD_GROUP("Drawing", "");
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "visibility_rect", PROPERTY_HINT_NONE, "suffix:px"), "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,Reverse Lifetime"), "set_draw_order", "get_draw_order");
ADD_GROUP("Trails", "trail_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trail_enabled"), "set_trail_enabled", "is_trail_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "trail_lifetime", PROPERTY_HINT_RANGE, "0.01,10,0.01,or_greater,suffix:s"), "set_trail_lifetime", "get_trail_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_sections", PROPERTY_HINT_RANGE, "2,128,1"), "set_trail_sections", "get_trail_sections");
ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_section_subdivisions", PROPERTY_HINT_RANGE, "1,1024,1"), "set_trail_section_subdivisions", "get_trail_section_subdivisions");
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
BIND_ENUM_CONSTANT(DRAW_ORDER_REVERSE_LIFETIME);
BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION);
BIND_ENUM_CONSTANT(EMIT_FLAG_ROTATION_SCALE);
BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY);
BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR);
BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM);
}
GPUParticles2D::GPUParticles2D() {
particles = RS::get_singleton()->particles_create();
RS::get_singleton()->particles_set_mode(particles, RS::PARTICLES_MODE_2D);
mesh = RS::get_singleton()->mesh_create();
RS::get_singleton()->particles_set_draw_passes(particles, 1);
RS::get_singleton()->particles_set_draw_pass_mesh(particles, 0, mesh);
one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
set_emitting(true);
set_one_shot(false);
set_amount(8);
set_amount_ratio(1.0);
set_lifetime(1);
set_fixed_fps(0);
set_fractional_delta(true);
set_interpolate(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(false);
set_draw_order(DRAW_ORDER_LIFETIME);
set_speed_scale(1);
set_fixed_fps(30);
set_collision_base_size(collision_base_size);
}
GPUParticles2D::~GPUParticles2D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(particles);
RS::get_singleton()->free(mesh);
}