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- // Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <anki/scene/ParticleEmitterNode.h>
- #include <anki/scene/SceneGraph.h>
- #include <anki/scene/components/MoveComponent.h>
- #include <anki/scene/components/SpatialComponent.h>
- #include <anki/scene/components/RenderComponent.h>
- #include <anki/resource/ModelResource.h>
- #include <anki/resource/ResourceManager.h>
- #include <anki/util/Functions.h>
- #include <anki/physics/PhysicsBody.h>
- #include <anki/physics/PhysicsWorld.h>
- #include <anki/physics/PhysicsCollisionShape.h>
- #include <anki/Gr.h>
- namespace anki
- {
- static Vec3 getRandom(const Vec3& min, const Vec3& max)
- {
- Vec3 out;
- out.x() = mix(min.x(), max.x(), getRandomRange(0.0f, 1.0f));
- out.y() = mix(min.y(), max.y(), getRandomRange(0.0f, 1.0f));
- out.z() = mix(min.z(), max.z(), getRandomRange(0.0f, 1.0f));
- return out;
- }
- /// Particle base
- class ParticleEmitterNode::ParticleBase
- {
- public:
- Second m_timeOfBirth; ///< Keep the time of birth for nice effects
- Second m_timeOfDeath = -1.0; ///< Time of death. If < 0.0 then dead
- F32 m_initialSize;
- F32 m_finalSize;
- F32 m_crntSize;
- F32 m_initialAlpha;
- F32 m_finalAlpha;
- F32 m_crntAlpha;
- Vec4 m_crntPosition;
- virtual ~ParticleBase()
- {
- }
- Bool isDead() const
- {
- return m_timeOfDeath < 0.0;
- }
- /// Kill the particle
- virtual void kill()
- {
- ANKI_ASSERT(m_timeOfDeath > 0.0);
- m_timeOfDeath = -1.0;
- }
- /// Revive the particle
- virtual void revive(const ParticleEmitterProperties& props, const Transform& trf, Second prevUpdateTime,
- Second crntTime)
- {
- ANKI_ASSERT(isDead());
- // life
- m_timeOfDeath = crntTime + getRandomRange(props.m_particle.m_minLife, props.m_particle.m_maxLife);
- m_timeOfBirth = crntTime;
- // Size
- m_initialSize = getRandomRange(props.m_particle.m_minInitialSize, props.m_particle.m_maxInitialSize);
- m_finalSize = getRandomRange(props.m_particle.m_minFinalSize, props.m_particle.m_maxFinalSize);
- // Alpha
- m_initialAlpha = getRandomRange(props.m_particle.m_minInitialAlpha, props.m_particle.m_maxInitialAlpha);
- m_finalAlpha = getRandomRange(props.m_particle.m_minFinalAlpha, props.m_particle.m_maxFinalAlpha);
- }
- /// Common sumulation code
- virtual void simulate(Second prevUpdateTime, Second crntTime)
- {
- const F32 lifeFactor = F32((crntTime - m_timeOfBirth) / (m_timeOfDeath - m_timeOfBirth));
- m_crntSize = mix(m_initialSize, m_finalSize, lifeFactor);
- m_crntAlpha = mix(m_initialAlpha, m_finalAlpha, lifeFactor);
- }
- };
- /// Simple particle for simple simulation
- class ParticleEmitterNode::ParticleSimple : public ParticleEmitterNode::ParticleBase
- {
- public:
- Vec4 m_velocity = Vec4(0.0);
- Vec4 m_acceleration = Vec4(0.0);
- void revive(const ParticleEmitterProperties& props, const Transform& trf, Second prevUpdateTime,
- Second crntTime) override
- {
- ParticleBase::revive(props, trf, prevUpdateTime, crntTime);
- m_velocity = Vec4(0.0);
- m_acceleration = getRandom(props.m_particle.m_minGravity, props.m_particle.m_maxGravity).xyz0();
- // Set the initial position
- m_crntPosition =
- getRandom(props.m_particle.m_minStartingPosition, props.m_particle.m_maxStartingPosition).xyz0();
- m_crntPosition += trf.getOrigin();
- }
- void simulate(Second prevUpdateTime, Second crntTime) override
- {
- ParticleBase::simulate(prevUpdateTime, crntTime);
- F32 dt = F32(crntTime - prevUpdateTime);
- Vec4 xp = m_crntPosition;
- Vec4 xc = m_acceleration * (dt * dt) + m_velocity * dt + xp;
- m_crntPosition = xc;
- m_velocity += m_acceleration * dt;
- }
- };
- /// Particle for bullet simulations
- class ParticleEmitterNode::PhysParticle : public ParticleEmitterNode::ParticleBase
- {
- public:
- PhysicsBodyPtr m_body;
- PhysParticle(const PhysicsBodyInitInfo& init, SceneNode* node)
- {
- m_body = node->getSceneGraph().getPhysicsWorld().newInstance<PhysicsBody>(init);
- m_body->setUserData(node);
- m_body->activate(false);
- m_body->setMaterialGroup(PhysicsMaterialBit::PARTICLE);
- m_body->setMaterialMask(PhysicsMaterialBit::STATIC_GEOMETRY);
- m_body->setAngularFactor(Vec3(0.0f, 0.0f, 0.0f));
- }
- void kill() override
- {
- ParticleBase::kill();
- m_body->activate(false);
- }
- void revive(const ParticleEmitterProperties& props, const Transform& trf, Second prevUpdateTime,
- Second crntTime) override
- {
- ParticleBase::revive(props, trf, prevUpdateTime, crntTime);
- // pre calculate
- const Bool forceFlag = props.forceEnabled();
- const Bool worldGravFlag = props.wordGravityEnabled();
- // Activate it
- m_body->activate(true);
- m_body->setLinearVelocity(Vec3(0.0f));
- m_body->setAngularVelocity(Vec3(0.0f));
- m_body->clearForces();
- // force
- if(forceFlag)
- {
- Vec3 forceDir = getRandom(props.m_particle.m_minForceDirection, props.m_particle.m_maxForceDirection);
- forceDir.normalize();
- // the forceDir depends on the particle emitter rotation
- forceDir = trf.getRotation().getRotationPart() * forceDir;
- const F32 forceMag =
- getRandomRange(props.m_particle.m_minForceMagnitude, props.m_particle.m_maxForceMagnitude);
- m_body->applyForce(forceDir * forceMag, Vec3(0.0f));
- }
- // gravity
- if(!worldGravFlag)
- {
- m_body->setGravity(getRandom(props.m_particle.m_minGravity, props.m_particle.m_maxGravity));
- }
- // Starting pos. In local space
- Vec3 pos = getRandom(props.m_particle.m_minStartingPosition, props.m_particle.m_maxStartingPosition);
- pos = trf.transform(pos);
- m_body->setTransform(Transform(pos.xyz0(), trf.getRotation(), 1.0f));
- m_crntPosition = pos.xyz0();
- }
- void simulate(Second prevUpdateTime, Second crntTime) override
- {
- ParticleBase::simulate(prevUpdateTime, crntTime);
- m_crntPosition = m_body->getTransform().getOrigin();
- }
- };
- /// Feedback component
- class ParticleEmitterNode::MoveFeedbackComponent : public SceneComponent
- {
- public:
- MoveFeedbackComponent()
- : SceneComponent(SceneComponentType::NONE)
- {
- }
- ANKI_USE_RESULT Error update(SceneNode& node, Second prevTime, Second crntTime, Bool& updated) override
- {
- updated = false; // Don't care about updates for this component
- MoveComponent& move = node.getFirstComponentOfType<MoveComponent>();
- if(move.getTimestamp() == node.getGlobalTimestamp())
- {
- static_cast<ParticleEmitterNode&>(node).onMoveComponentUpdate(move);
- }
- return Error::NONE;
- }
- };
- ParticleEmitterNode::ParticleEmitterNode(SceneGraph* scene, CString name)
- : SceneNode(scene, name)
- {
- }
- ParticleEmitterNode::~ParticleEmitterNode()
- {
- // Delete simple particles
- for(ParticleBase* part : m_particles)
- {
- getAllocator().deleteInstance(part);
- }
- m_particles.destroy(getAllocator());
- }
- Error ParticleEmitterNode::init(const CString& filename)
- {
- // Load resource
- ANKI_CHECK(getResourceManager().loadResource(filename, m_particleEmitterResource));
- // Move component
- newComponent<MoveComponent>();
- // Move component feedback
- newComponent<MoveFeedbackComponent>();
- // Spatial component
- newComponent<SpatialComponent>(this, &m_obb);
- // Render component
- RenderComponent* rcomp = newComponent<RenderComponent>();
- rcomp->initRaster(drawCallback, this, 0); // No merging
- rcomp->setFlagsFromMaterial(m_particleEmitterResource->getMaterial());
- // Other
- m_obb.setCenter(Vec4(0.0));
- m_obb.setExtend(Vec4(1.0, 1.0, 1.0, 0.0));
- m_obb.setRotation(Mat3x4::getIdentity());
- // copy the resource to me
- ParticleEmitterProperties& me = *this;
- const ParticleEmitterProperties& other = m_particleEmitterResource->getProperties();
- me = other;
- if(m_usePhysicsEngine)
- {
- createParticlesPhysicsSimulation(&getSceneGraph());
- m_simulationType = SimulationType::PHYSICS_ENGINE;
- }
- else
- {
- createParticlesSimpleSimulation();
- m_simulationType = SimulationType::SIMPLE;
- }
- // Create the vertex buffer and object
- m_vertBuffSize = m_maxNumOfParticles * VERTEX_SIZE;
- return Error::NONE;
- }
- void ParticleEmitterNode::drawCallback(RenderQueueDrawContext& ctx, ConstWeakArray<void*> userData)
- {
- ANKI_ASSERT(userData.getSize() == 1);
- const ParticleEmitterNode& self = *static_cast<const ParticleEmitterNode*>(userData[0]);
- // Early exit
- if(ANKI_UNLIKELY(self.m_aliveParticlesCount == 0))
- {
- return;
- }
- CommandBufferPtr& cmdb = ctx.m_commandBuffer;
- if(!ctx.m_debugDraw)
- {
- // Load verts
- StagingGpuMemoryToken token;
- void* gpuStorage = ctx.m_stagingGpuAllocator->allocateFrame(self.m_aliveParticlesCount * VERTEX_SIZE,
- StagingGpuMemoryType::VERTEX, token);
- memcpy(gpuStorage, self.m_verts, self.m_aliveParticlesCount * VERTEX_SIZE);
- // Program
- ShaderProgramPtr prog;
- self.m_particleEmitterResource->getRenderingInfo(ctx.m_key, prog);
- cmdb->bindShaderProgram(prog);
- // Vertex attribs
- cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
- cmdb->setVertexAttribute(1, 0, Format::R32_SFLOAT, sizeof(Vec3));
- cmdb->setVertexAttribute(2, 0, Format::R32_SFLOAT, sizeof(Vec3) + sizeof(F32));
- // Vertex buff
- cmdb->bindVertexBuffer(0, token.m_buffer, token.m_offset, VERTEX_SIZE, VertexStepRate::INSTANCE);
- // Uniforms
- Array<Mat4, 1> trf = {Mat4::getIdentity()};
- RenderComponent::allocateAndSetupUniforms(self.m_particleEmitterResource->getMaterial(), ctx, trf, trf,
- *ctx.m_stagingGpuAllocator);
- // Draw
- cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4, self.m_aliveParticlesCount, 0, 0);
- }
- else
- {
- // TODO
- }
- }
- void ParticleEmitterNode::onMoveComponentUpdate(MoveComponent& move)
- {
- m_identityRotation = move.getWorldTransform().getRotation() == Mat3x4::getIdentity();
- SpatialComponent& sp = getFirstComponentOfType<SpatialComponent>();
- sp.setSpatialOrigin(move.getWorldTransform().getOrigin());
- sp.markForUpdate();
- }
- void ParticleEmitterNode::createParticlesPhysicsSimulation(SceneGraph* scene)
- {
- PhysicsCollisionShapePtr collisionShape =
- getSceneGraph().getPhysicsWorld().newInstance<PhysicsSphere>(m_particle.m_minInitialSize / 2.0f);
- PhysicsBodyInitInfo binit;
- binit.m_shape = collisionShape;
- m_particles.create(getAllocator(), m_maxNumOfParticles);
- for(U32 i = 0; i < m_maxNumOfParticles; i++)
- {
- binit.m_mass = getRandomRange(m_particle.m_minMass, m_particle.m_maxMass);
- PhysParticle* part = getAllocator().newInstance<PhysParticle>(binit, this);
- m_particles[i] = part;
- }
- }
- void ParticleEmitterNode::createParticlesSimpleSimulation()
- {
- m_particles.create(getAllocator(), m_maxNumOfParticles);
- for(U32 i = 0; i < m_maxNumOfParticles; i++)
- {
- ParticleSimple* part = getAllocator().newInstance<ParticleSimple>();
- m_particles[i] = part;
- }
- }
- Error ParticleEmitterNode::frameUpdate(Second prevUpdateTime, Second crntTime)
- {
- // - Deactivate the dead particles
- // - Calc the AABB
- // - Calc the instancing stuff
- //
- Vec4 aabbmin(MAX_F32, MAX_F32, MAX_F32, 0.0f);
- Vec4 aabbmax(MIN_F32, MIN_F32, MIN_F32, 0.0f);
- m_aliveParticlesCount = 0;
- F32* verts = reinterpret_cast<F32*>(getFrameAllocator().allocate(m_vertBuffSize));
- m_verts = verts;
- const F32* verts_base = verts;
- (void)verts_base;
- F32 maxParticleSize = -1.0f;
- for(ParticleBase* p : m_particles)
- {
- if(p->isDead())
- {
- // if its already dead so dont deactivate it again
- continue;
- }
- if(p->m_timeOfDeath < crntTime)
- {
- // Just died
- p->kill();
- }
- else
- {
- // It's alive
- // Do checks
- ANKI_ASSERT((PtrSize(verts) + VERTEX_SIZE - PtrSize(verts_base)) <= m_vertBuffSize);
- // This will calculate a new world transformation
- p->simulate(prevUpdateTime, crntTime);
- const Vec4& origin = p->m_crntPosition;
- aabbmin = aabbmin.min(origin);
- aabbmax = aabbmax.max(origin);
- verts[0] = origin.x();
- verts[1] = origin.y();
- verts[2] = origin.z();
- verts[3] = p->m_crntSize;
- maxParticleSize = max(maxParticleSize, p->m_crntSize);
- verts[4] = clamp(p->m_crntAlpha, 0.0f, 1.0f);
- ++m_aliveParticlesCount;
- verts += 5;
- }
- }
- if(m_aliveParticlesCount != 0)
- {
- ANKI_ASSERT(maxParticleSize > 0.0f);
- Vec4 min = aabbmin - maxParticleSize;
- Vec4 max = aabbmax + maxParticleSize;
- Vec4 center = (min + max) / 2.0;
- m_obb = Obb(center.xyz0(), Mat3x4::getIdentity(), (max - center).xyz0());
- }
- else
- {
- m_obb = Obb(Vec4(0.0), Mat3x4::getIdentity(), Vec4(Vec3(0.001f), 0.0f));
- m_verts = nullptr;
- }
- getFirstComponentOfType<SpatialComponent>().markForUpdate();
- //
- // Emit new particles
- //
- if(m_timeLeftForNextEmission <= 0.0)
- {
- MoveComponent& move = getFirstComponentOfType<MoveComponent>();
- U particlesCount = 0; // How many particles I am allowed to emmit
- for(ParticleBase* pp : m_particles)
- {
- ParticleBase& p = *pp;
- if(!p.isDead())
- {
- // its alive so skip it
- continue;
- }
- p.revive(*this, move.getWorldTransform(), prevUpdateTime, crntTime);
- // do the rest
- ++particlesCount;
- if(particlesCount >= m_particlesPerEmission)
- {
- break;
- }
- } // end for all particles
- m_timeLeftForNextEmission = m_emissionPeriod;
- } // end if can emit
- else
- {
- m_timeLeftForNextEmission -= crntTime - prevUpdateTime;
- }
- return Error::NONE;
- }
- } // end namespace anki
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