godot/scene/3d/gpu_particles_3d.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

639 lines
26 KiB
C++

/**************************************************************************/
/* gpu_particles_3d.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, */
/* 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 "gpu_particles_3d.h"
#include "scene/resources/particle_process_material.h"
AABB GPUParticles3D::get_aabb() const {
return AABB();
}
void GPUParticles3D::set_emitting(bool p_emitting) {
RS::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 GPUParticles3D::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 GPUParticles3D::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 GPUParticles3D::set_one_shot(bool p_one_shot) {
one_shot = p_one_shot;
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 GPUParticles3D::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 GPUParticles3D::set_explosiveness_ratio(real_t p_ratio) {
explosiveness_ratio = p_ratio;
RS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
}
void GPUParticles3D::set_randomness_ratio(real_t p_ratio) {
randomness_ratio = p_ratio;
RS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
}
void GPUParticles3D::set_visibility_aabb(const AABB &p_aabb) {
visibility_aabb = p_aabb;
RS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb);
update_gizmos();
}
void GPUParticles3D::set_use_local_coordinates(bool p_enable) {
local_coords = p_enable;
RS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
}
void GPUParticles3D::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();
}
RS::get_singleton()->particles_set_process_material(particles, material_rid);
update_configuration_warnings();
}
void GPUParticles3D::set_speed_scale(double p_scale) {
speed_scale = p_scale;
RS::get_singleton()->particles_set_speed_scale(particles, p_scale);
}
void GPUParticles3D::set_collision_base_size(real_t p_size) {
collision_base_size = p_size;
RS::get_singleton()->particles_set_collision_base_size(particles, p_size);
}
bool GPUParticles3D::is_emitting() const {
return RS::get_singleton()->particles_get_emitting(particles);
}
int GPUParticles3D::get_amount() const {
return amount;
}
double GPUParticles3D::get_lifetime() const {
return lifetime;
}
bool GPUParticles3D::get_one_shot() const {
return one_shot;
}
double GPUParticles3D::get_pre_process_time() const {
return pre_process_time;
}
real_t GPUParticles3D::get_explosiveness_ratio() const {
return explosiveness_ratio;
}
real_t GPUParticles3D::get_randomness_ratio() const {
return randomness_ratio;
}
AABB GPUParticles3D::get_visibility_aabb() const {
return visibility_aabb;
}
bool GPUParticles3D::get_use_local_coordinates() const {
return local_coords;
}
Ref<Material> GPUParticles3D::get_process_material() const {
return process_material;
}
double GPUParticles3D::get_speed_scale() const {
return speed_scale;
}
real_t GPUParticles3D::get_collision_base_size() const {
return collision_base_size;
}
void GPUParticles3D::set_draw_order(DrawOrder p_order) {
draw_order = p_order;
RS::get_singleton()->particles_set_draw_order(particles, RS::ParticlesDrawOrder(p_order));
}
void GPUParticles3D::set_trail_enabled(bool p_enabled) {
trail_enabled = p_enabled;
RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_lifetime);
update_configuration_warnings();
}
void GPUParticles3D::set_trail_lifetime(double p_seconds) {
ERR_FAIL_COND(p_seconds < 0.001);
trail_lifetime = p_seconds;
RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_lifetime);
}
bool GPUParticles3D::is_trail_enabled() const {
return trail_enabled;
}
double GPUParticles3D::get_trail_lifetime() const {
return trail_lifetime;
}
GPUParticles3D::DrawOrder GPUParticles3D::get_draw_order() const {
return draw_order;
}
void GPUParticles3D::set_draw_passes(int p_count) {
ERR_FAIL_COND(p_count < 1);
for (int i = p_count; i < draw_passes.size(); i++) {
set_draw_pass_mesh(i, Ref<Mesh>());
}
draw_passes.resize(p_count);
RS::get_singleton()->particles_set_draw_passes(particles, p_count);
notify_property_list_changed();
}
int GPUParticles3D::get_draw_passes() const {
return draw_passes.size();
}
void GPUParticles3D::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) {
ERR_FAIL_INDEX(p_pass, draw_passes.size());
if (Engine::get_singleton()->is_editor_hint() && draw_passes.write[p_pass].is_valid()) {
draw_passes.write[p_pass]->disconnect("changed", callable_mp((Node *)this, &Node::update_configuration_warnings));
}
draw_passes.write[p_pass] = p_mesh;
if (Engine::get_singleton()->is_editor_hint() && draw_passes.write[p_pass].is_valid()) {
draw_passes.write[p_pass]->connect("changed", callable_mp((Node *)this, &Node::update_configuration_warnings), CONNECT_DEFERRED);
}
RID mesh_rid;
if (p_mesh.is_valid()) {
mesh_rid = p_mesh->get_rid();
}
RS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid);
_skinning_changed();
update_configuration_warnings();
}
Ref<Mesh> GPUParticles3D::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 GPUParticles3D::set_fixed_fps(int p_count) {
fixed_fps = p_count;
RS::get_singleton()->particles_set_fixed_fps(particles, p_count);
}
int GPUParticles3D::get_fixed_fps() const {
return fixed_fps;
}
void GPUParticles3D::set_fractional_delta(bool p_enable) {
fractional_delta = p_enable;
RS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
}
bool GPUParticles3D::get_fractional_delta() const {
return fractional_delta;
}
void GPUParticles3D::set_interpolate(bool p_enable) {
interpolate = p_enable;
RS::get_singleton()->particles_set_interpolate(particles, p_enable);
}
bool GPUParticles3D::get_interpolate() const {
return interpolate;
}
PackedStringArray GPUParticles3D::get_configuration_warnings() const {
PackedStringArray warnings = GeometryInstance3D::get_configuration_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()) != nullptr;
BaseMaterial3D *spat = Object::cast_to<BaseMaterial3D>(draw_passes[i]->surface_get_material(j).ptr());
anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
}
if (anim_material_found) {
break;
}
}
}
anim_material_found = anim_material_found || Object::cast_to<ShaderMaterial>(get_material_override().ptr()) != nullptr;
{
BaseMaterial3D *spat = Object::cast_to<BaseMaterial3D>(get_material_override().ptr());
anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == BaseMaterial3D::BILLBOARD_PARTICLES);
}
if (!meshes_found) {
warnings.push_back(RTR("Nothing is visible because meshes have not been assigned to draw passes."));
}
if (process_material.is_null()) {
warnings.push_back(RTR("A material to process the particles is not assigned, so no behavior is imprinted."));
} else {
const ParticleProcessMaterial *process = Object::cast_to<ParticleProcessMaterial>(process_material.ptr());
if (!anim_material_found && 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("Particles animation requires the usage of a BaseMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."));
}
}
if (trail_enabled) {
int dp_count = 0;
bool missing_trails = false;
bool no_materials = false;
for (int i = 0; i < draw_passes.size(); i++) {
Ref<Mesh> draw_pass = draw_passes[i];
if (draw_pass.is_valid() && draw_pass->get_builtin_bind_pose_count() > 0) {
dp_count++;
}
if (draw_pass.is_valid()) {
int mats_found = 0;
for (int j = 0; j < draw_passes[i]->get_surface_count(); j++) {
BaseMaterial3D *spat = Object::cast_to<BaseMaterial3D>(draw_passes[i]->surface_get_material(j).ptr());
if (spat) {
mats_found++;
}
if (spat && !spat->get_flag(BaseMaterial3D::FLAG_PARTICLE_TRAILS_MODE)) {
missing_trails = true;
}
}
if (mats_found != draw_passes[i]->get_surface_count()) {
no_materials = true;
}
}
}
BaseMaterial3D *spat = Object::cast_to<BaseMaterial3D>(get_material_override().ptr());
if (spat) {
no_materials = false;
}
if (spat && !spat->get_flag(BaseMaterial3D::FLAG_PARTICLE_TRAILS_MODE)) {
missing_trails = true;
}
if (dp_count && skin.is_valid()) {
warnings.push_back(RTR("Using Trail meshes with a skin causes Skin to override Trail poses. Suggest removing the Skin."));
} else if (dp_count == 0 && skin.is_null()) {
warnings.push_back(RTR("Trails active, but neither Trail meshes or a Skin were found."));
} else if (dp_count > 1) {
warnings.push_back(RTR("Only one Trail mesh is supported. If you want to use more than a single mesh, a Skin is needed (see documentation)."));
}
if ((dp_count || !skin.is_null()) && (missing_trails || no_materials)) {
warnings.push_back(RTR("Trails enabled, but one or more mesh materials are either missing or not set for trails rendering."));
}
}
return warnings;
}
void GPUParticles3D::restart() {
RenderingServer::get_singleton()->particles_restart(particles);
RenderingServer::get_singleton()->particles_set_emitting(particles, true);
}
AABB GPUParticles3D::capture_aabb() const {
return RS::get_singleton()->particles_get_current_aabb(particles);
}
void GPUParticles3D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name.begins_with("draw_pass_")) {
int index = p_property.name.get_slicec('_', 2).to_int() - 1;
if (index >= draw_passes.size()) {
p_property.usage = PROPERTY_USAGE_NONE;
return;
}
}
}
void GPUParticles3D::emit_particle(const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
RS::get_singleton()->particles_emit(particles, p_transform, p_velocity, p_color, p_custom, p_emit_flags);
}
void GPUParticles3D::_attach_sub_emitter() {
Node *n = get_node_or_null(sub_emitter);
if (n) {
GPUParticles3D *sen = Object::cast_to<GPUParticles3D>(n);
if (sen && sen != this) {
RS::get_singleton()->particles_set_subemitter(particles, sen->particles);
}
}
}
void GPUParticles3D::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();
}
}
NodePath GPUParticles3D::get_sub_emitter() const {
return sub_emitter;
}
void GPUParticles3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_PAUSED:
case NOTIFICATION_UNPAUSED: {
if (can_process()) {
RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
} else {
RS::get_singleton()->particles_set_speed_scale(particles, 0);
}
} break;
// Use internal process when emitting and one_shot is on so that when
// the shot ends the editor can properly update.
case NOTIFICATION_INTERNAL_PROCESS: {
if (one_shot && !is_emitting()) {
notify_property_list_changed();
set_process_internal(false);
}
} break;
case NOTIFICATION_ENTER_TREE: {
if (sub_emitter != NodePath()) {
_attach_sub_emitter();
}
} break;
case NOTIFICATION_EXIT_TREE: {
RS::get_singleton()->particles_set_subemitter(particles, RID());
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
// Make sure particles are updated before rendering occurs if they were active before.
if (is_visible_in_tree() && !RS::get_singleton()->particles_is_inactive(particles)) {
RS::get_singleton()->particles_request_process(particles);
}
} break;
}
}
void GPUParticles3D::_skinning_changed() {
Vector<Transform3D> xforms;
if (skin.is_valid()) {
xforms.resize(skin->get_bind_count());
for (int i = 0; i < skin->get_bind_count(); i++) {
xforms.write[i] = skin->get_bind_pose(i);
}
} else {
for (int i = 0; i < draw_passes.size(); i++) {
Ref<Mesh> draw_pass = draw_passes[i];
if (draw_pass.is_valid() && draw_pass->get_builtin_bind_pose_count() > 0) {
xforms.resize(draw_pass->get_builtin_bind_pose_count());
for (int j = 0; j < draw_pass->get_builtin_bind_pose_count(); j++) {
xforms.write[j] = draw_pass->get_builtin_bind_pose(j);
}
break;
}
}
}
RS::get_singleton()->particles_set_trail_bind_poses(particles, xforms);
update_configuration_warnings();
}
void GPUParticles3D::set_skin(const Ref<Skin> &p_skin) {
skin = p_skin;
_skinning_changed();
}
Ref<Skin> GPUParticles3D::get_skin() const {
return skin;
}
void GPUParticles3D::set_transform_align(TransformAlign p_align) {
ERR_FAIL_INDEX(uint32_t(p_align), 4);
transform_align = p_align;
RS::get_singleton()->particles_set_transform_align(particles, RS::ParticlesTransformAlign(transform_align));
}
GPUParticles3D::TransformAlign GPUParticles3D::get_transform_align() const {
return transform_align;
}
void GPUParticles3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &GPUParticles3D::set_emitting);
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &GPUParticles3D::set_amount);
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &GPUParticles3D::set_lifetime);
ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &GPUParticles3D::set_one_shot);
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &GPUParticles3D::set_pre_process_time);
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &GPUParticles3D::set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &GPUParticles3D::set_randomness_ratio);
ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &GPUParticles3D::set_visibility_aabb);
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &GPUParticles3D::set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &GPUParticles3D::set_fixed_fps);
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &GPUParticles3D::set_fractional_delta);
ClassDB::bind_method(D_METHOD("set_interpolate", "enable"), &GPUParticles3D::set_interpolate);
ClassDB::bind_method(D_METHOD("set_process_material", "material"), &GPUParticles3D::set_process_material);
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &GPUParticles3D::set_speed_scale);
ClassDB::bind_method(D_METHOD("set_collision_base_size", "size"), &GPUParticles3D::set_collision_base_size);
ClassDB::bind_method(D_METHOD("is_emitting"), &GPUParticles3D::is_emitting);
ClassDB::bind_method(D_METHOD("get_amount"), &GPUParticles3D::get_amount);
ClassDB::bind_method(D_METHOD("get_lifetime"), &GPUParticles3D::get_lifetime);
ClassDB::bind_method(D_METHOD("get_one_shot"), &GPUParticles3D::get_one_shot);
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &GPUParticles3D::get_pre_process_time);
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &GPUParticles3D::get_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &GPUParticles3D::get_randomness_ratio);
ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &GPUParticles3D::get_visibility_aabb);
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &GPUParticles3D::get_use_local_coordinates);
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &GPUParticles3D::get_fixed_fps);
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &GPUParticles3D::get_fractional_delta);
ClassDB::bind_method(D_METHOD("get_interpolate"), &GPUParticles3D::get_interpolate);
ClassDB::bind_method(D_METHOD("get_process_material"), &GPUParticles3D::get_process_material);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &GPUParticles3D::get_speed_scale);
ClassDB::bind_method(D_METHOD("get_collision_base_size"), &GPUParticles3D::get_collision_base_size);
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &GPUParticles3D::set_draw_order);
ClassDB::bind_method(D_METHOD("get_draw_order"), &GPUParticles3D::get_draw_order);
ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &GPUParticles3D::set_draw_passes);
ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh"), &GPUParticles3D::set_draw_pass_mesh);
ClassDB::bind_method(D_METHOD("get_draw_passes"), &GPUParticles3D::get_draw_passes);
ClassDB::bind_method(D_METHOD("get_draw_pass_mesh", "pass"), &GPUParticles3D::get_draw_pass_mesh);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GPUParticles3D::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &GPUParticles3D::get_skin);
ClassDB::bind_method(D_METHOD("restart"), &GPUParticles3D::restart);
ClassDB::bind_method(D_METHOD("capture_aabb"), &GPUParticles3D::capture_aabb);
ClassDB::bind_method(D_METHOD("set_sub_emitter", "path"), &GPUParticles3D::set_sub_emitter);
ClassDB::bind_method(D_METHOD("get_sub_emitter"), &GPUParticles3D::get_sub_emitter);
ClassDB::bind_method(D_METHOD("emit_particle", "xform", "velocity", "color", "custom", "flags"), &GPUParticles3D::emit_particle);
ClassDB::bind_method(D_METHOD("set_trail_enabled", "enabled"), &GPUParticles3D::set_trail_enabled);
ClassDB::bind_method(D_METHOD("set_trail_lifetime", "secs"), &GPUParticles3D::set_trail_lifetime);
ClassDB::bind_method(D_METHOD("is_trail_enabled"), &GPUParticles3D::is_trail_enabled);
ClassDB::bind_method(D_METHOD("get_trail_lifetime"), &GPUParticles3D::get_trail_lifetime);
ClassDB::bind_method(D_METHOD("set_transform_align", "align"), &GPUParticles3D::set_transform_align);
ClassDB::bind_method(D_METHOD("get_transform_align"), &GPUParticles3D::get_transform_align);
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::NODE_PATH, "sub_emitter", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GPUParticles3D"), "set_sub_emitter", "get_sub_emitter");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater,exp,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,exp,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_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_base_size", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater,suffix:m"), "set_collision_base_size", "get_collision_base_size");
ADD_GROUP("Drawing", "");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "visibility_aabb", PROPERTY_HINT_NONE, "suffix:m"), "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,Reverse Lifetime,View Depth"), "set_draw_order", "get_draw_order");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transform_align", PROPERTY_HINT_ENUM, "Disabled,Z-Billboard,Y to Velocity,Z-Billboard + Y to Velocity"), "set_transform_align", "get_transform_align");
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_GROUP("Process Material", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticleProcessMaterial"), "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);
}
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "draw_skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
BIND_ENUM_CONSTANT(DRAW_ORDER_REVERSE_LIFETIME);
BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH);
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);
BIND_CONSTANT(MAX_DRAW_PASSES);
BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_DISABLED);
BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_Z_BILLBOARD);
BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_Y_TO_VELOCITY);
BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY);
}
GPUParticles3D::GPUParticles3D() {
particles = RS::get_singleton()->particles_create();
RS::get_singleton()->particles_set_mode(particles, RS::PARTICLES_MODE_3D);
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(30);
set_fractional_delta(true);
set_interpolate(true);
set_pre_process_time(0);
set_explosiveness_ratio(0);
set_randomness_ratio(0);
set_trail_lifetime(0.3);
set_visibility_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)));
set_use_local_coordinates(false);
set_draw_passes(1);
set_draw_order(DRAW_ORDER_INDEX);
set_speed_scale(1);
set_collision_base_size(collision_base_size);
set_transform_align(TRANSFORM_ALIGN_DISABLED);
}
GPUParticles3D::~GPUParticles3D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(particles);
}