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- /*************************************************************************/
- /* particle_system_sw.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* 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 */
- /* "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 "particle_system_sw.h"
- #include "sort.h"
- ParticleSystemSW::ParticleSystemSW() {
- amount = 8;
- emitting = true;
- for (int i = 0; i < VS::PARTICLE_VAR_MAX; i++) {
- particle_randomness[i] = 0.0;
- }
- particle_vars[VS::PARTICLE_LIFETIME] = 2.0; //
- particle_vars[VS::PARTICLE_SPREAD] = 0.2; //
- particle_vars[VS::PARTICLE_GRAVITY] = 9.8; //
- particle_vars[VS::PARTICLE_LINEAR_VELOCITY] = 0.2; //
- particle_vars[VS::PARTICLE_ANGULAR_VELOCITY] = 0.0; //
- particle_vars[VS::PARTICLE_LINEAR_ACCELERATION] = 0.0; //
- particle_vars[VS::PARTICLE_RADIAL_ACCELERATION] = 0.0; //
- particle_vars[VS::PARTICLE_TANGENTIAL_ACCELERATION] = 1.0; //
- particle_vars[VS::PARTICLE_DAMPING] = 0.0; //
- particle_vars[VS::PARTICLE_INITIAL_SIZE] = 1.0;
- particle_vars[VS::PARTICLE_FINAL_SIZE] = 0.8;
- particle_vars[VS::PARTICLE_HEIGHT] = 1;
- particle_vars[VS::PARTICLE_HEIGHT_SPEED_SCALE] = 1;
- height_from_velocity = false;
- local_coordinates = false;
- particle_vars[VS::PARTICLE_INITIAL_ANGLE] = 0.0; //
- gravity_normal = Vector3(0, -1.0, 0);
- //emission_half_extents=Vector3(0.1,0.1,0.1);
- emission_half_extents = Vector3(1, 1, 1);
- color_phase_count = 0;
- color_phases[0].pos = 0.0;
- color_phases[0].color = Color(1.0, 0.0, 0.0);
- visibility_aabb = AABB(Vector3(-64, -64, -64), Vector3(128, 128, 128));
- attractor_count = 0;
- }
- ParticleSystemSW::~ParticleSystemSW() {
- }
- #define DEFAULT_SEED 1234567
- _FORCE_INLINE_ static float _rand_from_seed(uint32_t *seed) {
- uint32_t k;
- uint32_t s = (*seed);
- if (s == 0)
- s = 0x12345987;
- k = s / 127773;
- s = 16807 * (s - k * 127773) - 2836 * k;
- if (s < 0)
- s += 2147483647;
- (*seed) = s;
- float v = ((float)((*seed) & 0xFFFFF)) / (float)0xFFFFF;
- v = v * 2.0 - 1.0;
- return v;
- }
- _FORCE_INLINE_ static uint32_t _irand_from_seed(uint32_t *seed) {
- uint32_t k;
- uint32_t s = (*seed);
- if (s == 0)
- s = 0x12345987;
- k = s / 127773;
- s = 16807 * (s - k * 127773) - 2836 * k;
- if (s < 0)
- s += 2147483647;
- (*seed) = s;
- return s;
- }
- void ParticleSystemProcessSW::process(const ParticleSystemSW *p_system, const Transform &p_transform, float p_time) {
- valid = false;
- if (p_system->amount <= 0) {
- ERR_EXPLAIN("Invalid amount of particles: " + itos(p_system->amount));
- ERR_FAIL_COND(p_system->amount <= 0);
- }
- if (p_system->attractor_count < 0 || p_system->attractor_count > VS::MAX_PARTICLE_ATTRACTORS) {
- ERR_EXPLAIN("Invalid amount of particle attractors.");
- ERR_FAIL_COND(p_system->attractor_count < 0 || p_system->attractor_count > VS::MAX_PARTICLE_ATTRACTORS);
- }
- float lifetime = p_system->particle_vars[VS::PARTICLE_LIFETIME];
- if (lifetime < CMP_EPSILON) {
- ERR_EXPLAIN("Particle system lifetime too small.");
- ERR_FAIL_COND(lifetime < CMP_EPSILON);
- }
- valid = true;
- int particle_count = MIN(p_system->amount, ParticleSystemSW::MAX_PARTICLES);
- ;
- int emission_point_count = p_system->emission_points.size();
- DVector<Vector3>::Read r;
- if (emission_point_count)
- r = p_system->emission_points.read();
- if (particle_count != particle_data.size()) {
- //clear the whole system if particle amount changed
- particle_data.clear();
- particle_data.resize(p_system->amount);
- particle_system_time = 0;
- }
- float next_time = particle_system_time + p_time;
- if (next_time > lifetime)
- next_time = Math::fmod(next_time, lifetime);
- ParticleData *pdata = &particle_data[0];
- Vector3 attractor_positions[VS::MAX_PARTICLE_ATTRACTORS];
- for (int i = 0; i < p_system->attractor_count; i++) {
- attractor_positions[i] = p_transform.xform(p_system->attractors[i].pos);
- }
- for (int i = 0; i < particle_count; i++) {
- ParticleData &p = pdata[i];
- float restart_time = (i * lifetime / p_system->amount);
- bool restart = false;
- if (next_time < particle_system_time) {
- if (restart_time > particle_system_time || restart_time < next_time)
- restart = true;
- } else if (restart_time > particle_system_time && restart_time < next_time) {
- restart = true;
- }
- if (restart) {
- if (p_system->emitting) {
- if (emission_point_count == 0) { //use AABB
- if (p_system->local_coordinates)
- p.pos = p_system->emission_half_extents * Vector3(_rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed));
- else
- p.pos = p_transform.xform(p_system->emission_half_extents * Vector3(_rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed)));
- } else {
- //use preset positions
- if (p_system->local_coordinates)
- p.pos = r[_irand_from_seed(&rand_seed) % emission_point_count];
- else
- p.pos = p_transform.xform(r[_irand_from_seed(&rand_seed) % emission_point_count]);
- }
- float angle1 = _rand_from_seed(&rand_seed) * p_system->particle_vars[VS::PARTICLE_SPREAD] * Math_PI;
- float angle2 = _rand_from_seed(&rand_seed) * 20.0 * Math_PI; // make it more random like
- Vector3 rot_xz = Vector3(Math::sin(angle1), 0.0, Math::cos(angle1));
- Vector3 rot = Vector3(Math::cos(angle2) * rot_xz.x, Math::sin(angle2) * rot_xz.x, rot_xz.z);
- p.vel = (rot * p_system->particle_vars[VS::PARTICLE_LINEAR_VELOCITY] + rot * p_system->particle_randomness[VS::PARTICLE_LINEAR_VELOCITY] * _rand_from_seed(&rand_seed));
- if (!p_system->local_coordinates)
- p.vel = p_transform.basis.xform(p.vel);
- p.vel += p_system->emission_base_velocity;
- p.rot = p_system->particle_vars[VS::PARTICLE_INITIAL_ANGLE] + p_system->particle_randomness[VS::PARTICLE_INITIAL_ANGLE] * _rand_from_seed(&rand_seed);
- p.active = true;
- for (int r = 0; r < PARTICLE_RANDOM_NUMBERS; r++)
- p.random[r] = _rand_from_seed(&rand_seed);
- } else {
- p.pos = Vector3();
- p.rot = 0;
- p.vel = Vector3();
- p.active = false;
- }
- } else {
- if (!p.active)
- continue;
- Vector3 force;
- //apply gravity
- force = p_system->gravity_normal * (p_system->particle_vars[VS::PARTICLE_GRAVITY] + (p_system->particle_randomness[VS::PARTICLE_GRAVITY] * p.random[0]));
- //apply linear acceleration
- force += p.vel.normalized() * (p_system->particle_vars[VS::PARTICLE_LINEAR_ACCELERATION] + p_system->particle_randomness[VS::PARTICLE_LINEAR_ACCELERATION] * p.random[1]);
- //apply radial acceleration
- Vector3 org;
- if (!p_system->local_coordinates)
- org = p_transform.origin;
- force += (p.pos - org).normalized() * (p_system->particle_vars[VS::PARTICLE_RADIAL_ACCELERATION] + p_system->particle_randomness[VS::PARTICLE_RADIAL_ACCELERATION] * p.random[2]);
- //apply tangential acceleration
- force += (p.pos - org).cross(p_system->gravity_normal).normalized() * (p_system->particle_vars[VS::PARTICLE_TANGENTIAL_ACCELERATION] + p_system->particle_randomness[VS::PARTICLE_TANGENTIAL_ACCELERATION] * p.random[3]);
- //apply attractor forces
- for (int a = 0; a < p_system->attractor_count; a++) {
- force += (p.pos - attractor_positions[a]).normalized() * p_system->attractors[a].force;
- }
- p.vel += force * p_time;
- if (p_system->particle_vars[VS::PARTICLE_DAMPING]) {
- float v = p.vel.length();
- float damp = p_system->particle_vars[VS::PARTICLE_DAMPING] + p_system->particle_vars[VS::PARTICLE_DAMPING] * p_system->particle_randomness[VS::PARTICLE_DAMPING];
- v -= damp * p_time;
- if (v < 0) {
- p.vel = Vector3();
- } else {
- p.vel = p.vel.normalized() * v;
- }
- }
- p.rot += (p_system->particle_vars[VS::PARTICLE_ANGULAR_VELOCITY] + p_system->particle_randomness[VS::PARTICLE_ANGULAR_VELOCITY] * p.random[4]) * p_time;
- p.pos += p.vel * p_time;
- }
- }
- particle_system_time = Math::fmod(particle_system_time + p_time, lifetime);
- }
- ParticleSystemProcessSW::ParticleSystemProcessSW() {
- particle_system_time = 0;
- rand_seed = 1234567;
- valid = false;
- }
- struct _ParticleSorterSW {
- _FORCE_INLINE_ bool operator()(const ParticleSystemDrawInfoSW::ParticleDrawInfo *p_a, const ParticleSystemDrawInfoSW::ParticleDrawInfo *p_b) const {
- return p_a->d > p_b->d; // draw from further away to closest
- }
- };
- void ParticleSystemDrawInfoSW::prepare(const ParticleSystemSW *p_system, const ParticleSystemProcessSW *p_process, const Transform &p_system_transform, const Transform &p_camera_transform) {
- ERR_FAIL_COND(p_process->particle_data.size() != p_system->amount);
- ERR_FAIL_COND(p_system->amount <= 0 || p_system->amount >= ParticleSystemSW::MAX_PARTICLES);
- const ParticleSystemProcessSW::ParticleData *pdata = &p_process->particle_data[0];
- float time_pos = p_process->particle_system_time / p_system->particle_vars[VS::PARTICLE_LIFETIME];
- ParticleSystemSW::ColorPhase cphase[VS::MAX_PARTICLE_COLOR_PHASES];
- float last = -1;
- int col_count = 0;
- for (int i = 0; i < p_system->color_phase_count; i++) {
- if (p_system->color_phases[i].pos <= last)
- break;
- cphase[i] = p_system->color_phases[i];
- col_count++;
- }
- Vector3 camera_z_axis = p_camera_transform.basis.get_axis(2);
- for (int i = 0; i < p_system->amount; i++) {
- ParticleDrawInfo &pdi = draw_info[i];
- pdi.data = &pdata[i];
- pdi.transform.origin = pdi.data->pos;
- if (p_system->local_coordinates)
- pdi.transform.origin = p_system_transform.xform(pdi.transform.origin);
- pdi.d = -camera_z_axis.dot(pdi.transform.origin);
- // adjust particle size, color and rotation
- float time = ((float)i / p_system->amount);
- if (time < time_pos)
- time = time_pos - time;
- else
- time = (1.0 - time) + time_pos;
- Vector3 up = p_camera_transform.basis.get_axis(1); // up determines the rotation
- float up_scale = 1.0;
- if (p_system->height_from_velocity) {
- Vector3 veld = pdi.data->vel;
- Vector3 cam_z = camera_z_axis.normalized();
- float vc = Math::abs(veld.normalized().dot(cam_z));
- if (vc < (1.0 - CMP_EPSILON)) {
- up = Plane(cam_z, 0).project(veld).normalized();
- float h = p_system->particle_vars[VS::PARTICLE_HEIGHT] + p_system->particle_randomness[VS::PARTICLE_HEIGHT] * pdi.data->random[7];
- float velh = veld.length();
- h += velh * (p_system->particle_vars[VS::PARTICLE_HEIGHT_SPEED_SCALE] + p_system->particle_randomness[VS::PARTICLE_HEIGHT_SPEED_SCALE] * pdi.data->random[7]);
- up_scale = Math::lerp(1.0, h, (1.0 - vc));
- }
- } else if (pdi.data->rot) {
- up.rotate(camera_z_axis, pdi.data->rot);
- }
- {
- // matrix
- Vector3 v_z = (p_camera_transform.origin - pdi.transform.origin).normalized();
- // Vector3 v_z = (p_camera_transform.origin-pdi.data->pos).normalized();
- Vector3 v_y = up;
- Vector3 v_x = v_y.cross(v_z);
- v_y = v_z.cross(v_x);
- v_x.normalize();
- v_y.normalize();
- float initial_scale, final_scale;
- initial_scale = p_system->particle_vars[VS::PARTICLE_INITIAL_SIZE] + p_system->particle_randomness[VS::PARTICLE_INITIAL_SIZE] * pdi.data->random[5];
- final_scale = p_system->particle_vars[VS::PARTICLE_FINAL_SIZE] + p_system->particle_randomness[VS::PARTICLE_FINAL_SIZE] * pdi.data->random[6];
- float scale = initial_scale + time * (final_scale - initial_scale);
- pdi.transform.basis.set_axis(0, v_x * scale);
- pdi.transform.basis.set_axis(1, v_y * scale * up_scale);
- pdi.transform.basis.set_axis(2, v_z * scale);
- }
- int cpos = 0;
- while (cpos < col_count) {
- if (cphase[cpos].pos > time)
- break;
- cpos++;
- }
- cpos--;
- if (cpos == -1)
- pdi.color = Color(1, 1, 1, 1);
- else {
- if (cpos == col_count - 1)
- pdi.color = cphase[cpos].color;
- else {
- float diff = (cphase[cpos + 1].pos - cphase[cpos].pos);
- if (diff > 0)
- pdi.color = cphase[cpos].color.linear_interpolate(cphase[cpos + 1].color, (time - cphase[cpos].pos) / diff);
- else
- pdi.color = cphase[cpos + 1].color;
- }
- }
- draw_info_order[i] = &pdi;
- }
- SortArray<ParticleDrawInfo *, _ParticleSorterSW> particle_sort;
- particle_sort.sort(&draw_info_order[0], p_system->amount);
- }
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