1 /*************************************************************************/
2 /*  particles.cpp                                                        */
3 /*************************************************************************/
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30 
31 #include "particles.h"
32 
33 #include "core/os/os.h"
34 #include "scene/resources/particles_material.h"
35 
36 #include "servers/visual_server.h"
37 
get_aabb() const38 AABB Particles::get_aabb() const {
39 
40 	return AABB();
41 }
get_faces(uint32_t p_usage_flags) const42 PoolVector<Face3> Particles::get_faces(uint32_t p_usage_flags) const {
43 
44 	return PoolVector<Face3>();
45 }
46 
set_emitting(bool p_emitting)47 void Particles::set_emitting(bool p_emitting) {
48 
49 	VS::get_singleton()->particles_set_emitting(particles, p_emitting);
50 
51 	if (p_emitting && one_shot) {
52 		set_process_internal(true);
53 	} else if (!p_emitting) {
54 		set_process_internal(false);
55 	}
56 }
57 
set_amount(int p_amount)58 void Particles::set_amount(int p_amount) {
59 
60 	ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
61 	amount = p_amount;
62 	VS::get_singleton()->particles_set_amount(particles, amount);
63 }
set_lifetime(float p_lifetime)64 void Particles::set_lifetime(float p_lifetime) {
65 
66 	ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
67 	lifetime = p_lifetime;
68 	VS::get_singleton()->particles_set_lifetime(particles, lifetime);
69 }
70 
set_one_shot(bool p_one_shot)71 void Particles::set_one_shot(bool p_one_shot) {
72 
73 	one_shot = p_one_shot;
74 	VS::get_singleton()->particles_set_one_shot(particles, one_shot);
75 
76 	if (is_emitting()) {
77 
78 		set_process_internal(true);
79 		if (!one_shot)
80 			VisualServer::get_singleton()->particles_restart(particles);
81 	}
82 
83 	if (!one_shot)
84 		set_process_internal(false);
85 }
86 
set_pre_process_time(float p_time)87 void Particles::set_pre_process_time(float p_time) {
88 
89 	pre_process_time = p_time;
90 	VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
91 }
set_explosiveness_ratio(float p_ratio)92 void Particles::set_explosiveness_ratio(float p_ratio) {
93 
94 	explosiveness_ratio = p_ratio;
95 	VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
96 }
set_randomness_ratio(float p_ratio)97 void Particles::set_randomness_ratio(float p_ratio) {
98 
99 	randomness_ratio = p_ratio;
100 	VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
101 }
set_visibility_aabb(const AABB & p_aabb)102 void Particles::set_visibility_aabb(const AABB &p_aabb) {
103 
104 	visibility_aabb = p_aabb;
105 	VS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb);
106 	update_gizmo();
107 	_change_notify("visibility_aabb");
108 }
set_use_local_coordinates(bool p_enable)109 void Particles::set_use_local_coordinates(bool p_enable) {
110 
111 	local_coords = p_enable;
112 	VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
113 }
set_process_material(const Ref<Material> & p_material)114 void Particles::set_process_material(const Ref<Material> &p_material) {
115 
116 	process_material = p_material;
117 	RID material_rid;
118 	if (process_material.is_valid())
119 		material_rid = process_material->get_rid();
120 	VS::get_singleton()->particles_set_process_material(particles, material_rid);
121 
122 	update_configuration_warning();
123 }
124 
set_speed_scale(float p_scale)125 void Particles::set_speed_scale(float p_scale) {
126 
127 	speed_scale = p_scale;
128 	VS::get_singleton()->particles_set_speed_scale(particles, p_scale);
129 }
130 
is_emitting() const131 bool Particles::is_emitting() const {
132 
133 	return VS::get_singleton()->particles_get_emitting(particles);
134 }
get_amount() const135 int Particles::get_amount() const {
136 
137 	return amount;
138 }
get_lifetime() const139 float Particles::get_lifetime() const {
140 
141 	return lifetime;
142 }
get_one_shot() const143 bool Particles::get_one_shot() const {
144 
145 	return one_shot;
146 }
147 
get_pre_process_time() const148 float Particles::get_pre_process_time() const {
149 
150 	return pre_process_time;
151 }
get_explosiveness_ratio() const152 float Particles::get_explosiveness_ratio() const {
153 
154 	return explosiveness_ratio;
155 }
get_randomness_ratio() const156 float Particles::get_randomness_ratio() const {
157 
158 	return randomness_ratio;
159 }
get_visibility_aabb() const160 AABB Particles::get_visibility_aabb() const {
161 
162 	return visibility_aabb;
163 }
get_use_local_coordinates() const164 bool Particles::get_use_local_coordinates() const {
165 
166 	return local_coords;
167 }
get_process_material() const168 Ref<Material> Particles::get_process_material() const {
169 
170 	return process_material;
171 }
172 
get_speed_scale() const173 float Particles::get_speed_scale() const {
174 
175 	return speed_scale;
176 }
177 
set_draw_order(DrawOrder p_order)178 void Particles::set_draw_order(DrawOrder p_order) {
179 
180 	draw_order = p_order;
181 	VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order));
182 }
183 
get_draw_order() const184 Particles::DrawOrder Particles::get_draw_order() const {
185 
186 	return draw_order;
187 }
188 
set_draw_passes(int p_count)189 void Particles::set_draw_passes(int p_count) {
190 
191 	ERR_FAIL_COND(p_count < 1);
192 	draw_passes.resize(p_count);
193 	VS::get_singleton()->particles_set_draw_passes(particles, p_count);
194 	_change_notify();
195 }
get_draw_passes() const196 int Particles::get_draw_passes() const {
197 
198 	return draw_passes.size();
199 }
200 
set_draw_pass_mesh(int p_pass,const Ref<Mesh> & p_mesh)201 void Particles::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) {
202 
203 	ERR_FAIL_INDEX(p_pass, draw_passes.size());
204 
205 	draw_passes.write[p_pass] = p_mesh;
206 
207 	RID mesh_rid;
208 	if (p_mesh.is_valid())
209 		mesh_rid = p_mesh->get_rid();
210 
211 	VS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid);
212 
213 	update_configuration_warning();
214 }
215 
get_draw_pass_mesh(int p_pass) const216 Ref<Mesh> Particles::get_draw_pass_mesh(int p_pass) const {
217 
218 	ERR_FAIL_INDEX_V(p_pass, draw_passes.size(), Ref<Mesh>());
219 
220 	return draw_passes[p_pass];
221 }
222 
set_fixed_fps(int p_count)223 void Particles::set_fixed_fps(int p_count) {
224 	fixed_fps = p_count;
225 	VS::get_singleton()->particles_set_fixed_fps(particles, p_count);
226 }
227 
get_fixed_fps() const228 int Particles::get_fixed_fps() const {
229 	return fixed_fps;
230 }
231 
set_fractional_delta(bool p_enable)232 void Particles::set_fractional_delta(bool p_enable) {
233 	fractional_delta = p_enable;
234 	VS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
235 }
236 
get_fractional_delta() const237 bool Particles::get_fractional_delta() const {
238 	return fractional_delta;
239 }
240 
get_configuration_warning() const241 String Particles::get_configuration_warning() const {
242 
243 	if (OS::get_singleton()->get_current_video_driver() == OS::VIDEO_DRIVER_GLES2) {
244 		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.");
245 	}
246 
247 	String warnings;
248 
249 	bool meshes_found = false;
250 	bool anim_material_found = false;
251 
252 	for (int i = 0; i < draw_passes.size(); i++) {
253 		if (draw_passes[i].is_valid()) {
254 			meshes_found = true;
255 			for (int j = 0; j < draw_passes[i]->get_surface_count(); j++) {
256 				anim_material_found = Object::cast_to<ShaderMaterial>(draw_passes[i]->surface_get_material(j).ptr()) != NULL;
257 				SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(draw_passes[i]->surface_get_material(j).ptr());
258 				anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
259 			}
260 			if (anim_material_found) break;
261 		}
262 	}
263 
264 	anim_material_found = anim_material_found || Object::cast_to<ShaderMaterial>(get_material_override().ptr()) != NULL;
265 	SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(get_material_override().ptr());
266 	anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
267 
268 	if (!meshes_found) {
269 		if (warnings != String())
270 			warnings += "\n";
271 		warnings += "- " + TTR("Nothing is visible because meshes have not been assigned to draw passes.");
272 	}
273 
274 	if (process_material.is_null()) {
275 		if (warnings != String())
276 			warnings += "\n";
277 		warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted.");
278 	} else {
279 		const ParticlesMaterial *process = Object::cast_to<ParticlesMaterial>(process_material.ptr());
280 		if (!anim_material_found && process &&
281 				(process->get_param(ParticlesMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param(ParticlesMaterial::PARAM_ANIM_OFFSET) != 0.0 ||
282 						process->get_param_texture(ParticlesMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_OFFSET).is_valid())) {
283 			if (warnings != String())
284 				warnings += "\n";
285 			warnings += "- " + TTR("Particles animation requires the usage of a SpatialMaterial whose Billboard Mode is set to \"Particle Billboard\".");
286 		}
287 	}
288 
289 	return warnings;
290 }
291 
restart()292 void Particles::restart() {
293 
294 	VisualServer::get_singleton()->particles_restart(particles);
295 	VisualServer::get_singleton()->particles_set_emitting(particles, true);
296 }
297 
capture_aabb() const298 AABB Particles::capture_aabb() const {
299 
300 	return VS::get_singleton()->particles_get_current_aabb(particles);
301 }
302 
_validate_property(PropertyInfo & property) const303 void Particles::_validate_property(PropertyInfo &property) const {
304 
305 	if (property.name.begins_with("draw_pass_")) {
306 		int index = property.name.get_slicec('_', 2).to_int() - 1;
307 		if (index >= draw_passes.size()) {
308 			property.usage = 0;
309 			return;
310 		}
311 	}
312 }
313 
_notification(int p_what)314 void Particles::_notification(int p_what) {
315 
316 	if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
317 		if (can_process()) {
318 			VS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
319 		} else {
320 
321 			VS::get_singleton()->particles_set_speed_scale(particles, 0);
322 		}
323 	}
324 
325 	// Use internal process when emitting and one_shot are on so that when
326 	// the shot ends the editor can properly update
327 	if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
328 
329 		if (one_shot && !is_emitting()) {
330 			_change_notify();
331 			set_process_internal(false);
332 		}
333 	}
334 
335 	if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
336 		// make sure particles are updated before rendering occurs if they were active before
337 		if (is_visible_in_tree() && !VS::get_singleton()->particles_is_inactive(particles)) {
338 			VS::get_singleton()->particles_request_process(particles);
339 		}
340 	}
341 }
342 
_bind_methods()343 void Particles::_bind_methods() {
344 
345 	ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &Particles::set_emitting);
346 	ClassDB::bind_method(D_METHOD("set_amount", "amount"), &Particles::set_amount);
347 	ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &Particles::set_lifetime);
348 	ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &Particles::set_one_shot);
349 	ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &Particles::set_pre_process_time);
350 	ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &Particles::set_explosiveness_ratio);
351 	ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &Particles::set_randomness_ratio);
352 	ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &Particles::set_visibility_aabb);
353 	ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &Particles::set_use_local_coordinates);
354 	ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &Particles::set_fixed_fps);
355 	ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &Particles::set_fractional_delta);
356 	ClassDB::bind_method(D_METHOD("set_process_material", "material"), &Particles::set_process_material);
357 	ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &Particles::set_speed_scale);
358 
359 	ClassDB::bind_method(D_METHOD("is_emitting"), &Particles::is_emitting);
360 	ClassDB::bind_method(D_METHOD("get_amount"), &Particles::get_amount);
361 	ClassDB::bind_method(D_METHOD("get_lifetime"), &Particles::get_lifetime);
362 	ClassDB::bind_method(D_METHOD("get_one_shot"), &Particles::get_one_shot);
363 	ClassDB::bind_method(D_METHOD("get_pre_process_time"), &Particles::get_pre_process_time);
364 	ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &Particles::get_explosiveness_ratio);
365 	ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &Particles::get_randomness_ratio);
366 	ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &Particles::get_visibility_aabb);
367 	ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &Particles::get_use_local_coordinates);
368 	ClassDB::bind_method(D_METHOD("get_fixed_fps"), &Particles::get_fixed_fps);
369 	ClassDB::bind_method(D_METHOD("get_fractional_delta"), &Particles::get_fractional_delta);
370 	ClassDB::bind_method(D_METHOD("get_process_material"), &Particles::get_process_material);
371 	ClassDB::bind_method(D_METHOD("get_speed_scale"), &Particles::get_speed_scale);
372 
373 	ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &Particles::set_draw_order);
374 
375 	ClassDB::bind_method(D_METHOD("get_draw_order"), &Particles::get_draw_order);
376 
377 	ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &Particles::set_draw_passes);
378 	ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh"), &Particles::set_draw_pass_mesh);
379 
380 	ClassDB::bind_method(D_METHOD("get_draw_passes"), &Particles::get_draw_passes);
381 	ClassDB::bind_method(D_METHOD("get_draw_pass_mesh", "pass"), &Particles::get_draw_pass_mesh);
382 
383 	ClassDB::bind_method(D_METHOD("restart"), &Particles::restart);
384 	ClassDB::bind_method(D_METHOD("capture_aabb"), &Particles::capture_aabb);
385 
386 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
387 	ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount");
388 	ADD_GROUP("Time", "");
389 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_EXP_RANGE, "0.01,600.0,0.01,or_greater"), "set_lifetime", "get_lifetime");
390 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
391 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "preprocess", PROPERTY_HINT_EXP_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
392 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
393 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
394 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
395 	ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
396 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
397 	ADD_GROUP("Drawing", "");
398 	ADD_PROPERTY(PropertyInfo(Variant::AABB, "visibility_aabb"), "set_visibility_aabb", "get_visibility_aabb");
399 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
400 	ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime,View Depth"), "set_draw_order", "get_draw_order");
401 	ADD_GROUP("Process Material", "");
402 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material");
403 	ADD_GROUP("Draw Passes", "draw_");
404 	ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes");
405 	for (int i = 0; i < MAX_DRAW_PASSES; i++) {
406 
407 		ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "draw_pass_" + itos(i + 1), PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_draw_pass_mesh", "get_draw_pass_mesh", i);
408 	}
409 
410 	BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
411 	BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
412 	BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH);
413 
414 	BIND_CONSTANT(MAX_DRAW_PASSES);
415 }
416 
Particles()417 Particles::Particles() {
418 
419 	particles = VS::get_singleton()->particles_create();
420 	set_base(particles);
421 	one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
422 	set_emitting(true);
423 	set_one_shot(false);
424 	set_amount(8);
425 	set_lifetime(1);
426 	set_fixed_fps(0);
427 	set_fractional_delta(true);
428 	set_pre_process_time(0);
429 	set_explosiveness_ratio(0);
430 	set_randomness_ratio(0);
431 	set_visibility_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)));
432 	set_use_local_coordinates(true);
433 	set_draw_passes(1);
434 	set_draw_order(DRAW_ORDER_INDEX);
435 	set_speed_scale(1);
436 }
437 
~Particles()438 Particles::~Particles() {
439 
440 	VS::get_singleton()->free(particles);
441 }
442