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361 | /**************************************************************************/
/* gpu_particles_collision_3d.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef GPU_PARTICLES_COLLISION_3D_H
#define GPU_PARTICLES_COLLISION_3D_H
#include "core/templates/local_vector.h"
#include "scene/3d/visual_instance_3d.h"
class GPUParticlesCollision3D : public VisualInstance3D {
GDCLASS(GPUParticlesCollision3D, VisualInstance3D);
uint32_t cull_mask = 0xFFFFFFFF;
RID collision;
protected:
_FORCE_INLINE_ RID _get_collision() { return collision; }
static void _bind_methods();
GPUParticlesCollision3D(RS::ParticlesCollisionType p_type);<--- Class 'GPUParticlesCollision3D' has a constructor with 1 argument that is not explicit. [+]Class 'GPUParticlesCollision3D' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
public:
void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
~GPUParticlesCollision3D();
};
class GPUParticlesCollisionSphere3D : public GPUParticlesCollision3D {
GDCLASS(GPUParticlesCollisionSphere3D, GPUParticlesCollision3D);
real_t radius = 1.0;
protected:
static void _bind_methods();
public:
void set_radius(real_t p_radius);
real_t get_radius() const;
virtual AABB get_aabb() const override;
GPUParticlesCollisionSphere3D();
~GPUParticlesCollisionSphere3D();
};
class GPUParticlesCollisionBox3D : public GPUParticlesCollision3D {
GDCLASS(GPUParticlesCollisionBox3D, GPUParticlesCollision3D);
Vector3 size = Vector3(2, 2, 2);
protected:
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_property) const;
#endif // DISABLE_DEPRECATED
public:
void set_size(const Vector3 &p_size);
Vector3 get_size() const;
virtual AABB get_aabb() const override;
GPUParticlesCollisionBox3D();
~GPUParticlesCollisionBox3D();
};
class GPUParticlesCollisionSDF3D : public GPUParticlesCollision3D {
GDCLASS(GPUParticlesCollisionSDF3D, GPUParticlesCollision3D);
public:
enum Resolution {
RESOLUTION_16,
RESOLUTION_32,
RESOLUTION_64,
RESOLUTION_128,
RESOLUTION_256,
RESOLUTION_512,
RESOLUTION_MAX,
};
typedef void (*BakeBeginFunc)(int);
typedef void (*BakeStepFunc)(int, const String &);
typedef void (*BakeEndFunc)();
private:
Vector3 size = Vector3(2, 2, 2);
Resolution resolution = RESOLUTION_64;
uint32_t bake_mask = 0xFFFFFFFF;
Ref<Texture3D> texture;
float thickness = 1.0;
struct PlotMesh {
Ref<Mesh> mesh;
Transform3D local_xform;
};
void _find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes);
struct BVH {
enum {
LEAF_BIT = 1 << 30,
LEAF_MASK = LEAF_BIT - 1
};
AABB bounds;
uint32_t children[2] = {};
};
struct FacePos {
Vector3 center;
uint32_t index = 0;
};
struct FaceSort {
uint32_t axis = 0;
bool operator()(const FacePos &p_left, const FacePos &p_right) const {
return p_left.center[axis] < p_right.center[axis];
}
};
uint32_t _create_bvh(LocalVector<BVH> &bvh_tree, FacePos *p_faces, uint32_t p_face_count, const Face3 *p_triangles, float p_thickness);
struct ComputeSDFParams {
float *cells = nullptr;
Vector3i size;
float cell_size = 0.0;
Vector3 cell_offset;
const BVH *bvh = nullptr;
const Face3 *triangles = nullptr;
float thickness = 0.0;
};
void _find_closest_distance(const Vector3 &p_pos, const BVH *p_bvh, uint32_t p_bvh_cell, const Face3 *p_triangles, float p_thickness, float &r_closest_distance);
void _compute_sdf_z(uint32_t p_z, ComputeSDFParams *params);
void _compute_sdf(ComputeSDFParams *params);
protected:
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_property) const;
#endif // DISABLE_DEPRECATED
public:
virtual PackedStringArray get_configuration_warnings() const override;
void set_thickness(float p_thickness);
float get_thickness() const;
void set_size(const Vector3 &p_size);
Vector3 get_size() const;
void set_resolution(Resolution p_resolution);
Resolution get_resolution() const;
void set_bake_mask(uint32_t p_mask);
uint32_t get_bake_mask() const;
void set_bake_mask_value(int p_layer_number, bool p_enable);
bool get_bake_mask_value(int p_layer_number) const;
void set_texture(const Ref<Texture3D> &p_texture);
Ref<Texture3D> get_texture() const;
Vector3i get_estimated_cell_size() const;
Ref<Image> bake();
virtual AABB get_aabb() const override;
static BakeBeginFunc bake_begin_function;
static BakeStepFunc bake_step_function;
static BakeEndFunc bake_end_function;
GPUParticlesCollisionSDF3D();
~GPUParticlesCollisionSDF3D();
};
VARIANT_ENUM_CAST(GPUParticlesCollisionSDF3D::Resolution)
class GPUParticlesCollisionHeightField3D : public GPUParticlesCollision3D {
GDCLASS(GPUParticlesCollisionHeightField3D, GPUParticlesCollision3D);
public:
enum Resolution {
RESOLUTION_256,
RESOLUTION_512,
RESOLUTION_1024,
RESOLUTION_2048,
RESOLUTION_4096,
RESOLUTION_8192,
RESOLUTION_MAX,
};
enum UpdateMode {
UPDATE_MODE_WHEN_MOVED,
UPDATE_MODE_ALWAYS,
};
private:
Vector3 size = Vector3(2, 2, 2);
Resolution resolution = RESOLUTION_1024;
bool follow_camera_mode = false;
UpdateMode update_mode = UPDATE_MODE_WHEN_MOVED;
protected:
void _notification(int p_what);
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_property) const;
#endif // DISABLE_DEPRECATED
public:
void set_size(const Vector3 &p_size);
Vector3 get_size() const;
void set_resolution(Resolution p_resolution);
Resolution get_resolution() const;
void set_update_mode(UpdateMode p_update_mode);
UpdateMode get_update_mode() const;
void set_follow_camera_enabled(bool p_enabled);
bool is_follow_camera_enabled() const;
virtual AABB get_aabb() const override;
GPUParticlesCollisionHeightField3D();
~GPUParticlesCollisionHeightField3D();
};
VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField3D::Resolution)
VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField3D::UpdateMode)
class GPUParticlesAttractor3D : public VisualInstance3D {
GDCLASS(GPUParticlesAttractor3D, VisualInstance3D);
uint32_t cull_mask = 0xFFFFFFFF;
RID collision;
real_t strength = 1.0;
real_t attenuation = 1.0;
real_t directionality = 0.0;
protected:
_FORCE_INLINE_ RID _get_collision() { return collision; }
static void _bind_methods();
GPUParticlesAttractor3D(RS::ParticlesCollisionType p_type);<--- Class 'GPUParticlesAttractor3D' has a constructor with 1 argument that is not explicit. [+]Class 'GPUParticlesAttractor3D' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
public:
void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
void set_strength(real_t p_strength);
real_t get_strength() const;
void set_attenuation(real_t p_attenuation);
real_t get_attenuation() const;
void set_directionality(real_t p_directionality);
real_t get_directionality() const;
~GPUParticlesAttractor3D();
};
class GPUParticlesAttractorSphere3D : public GPUParticlesAttractor3D {
GDCLASS(GPUParticlesAttractorSphere3D, GPUParticlesAttractor3D);
real_t radius = 1.0;
protected:
static void _bind_methods();
public:
void set_radius(real_t p_radius);
real_t get_radius() const;
virtual AABB get_aabb() const override;
GPUParticlesAttractorSphere3D();
~GPUParticlesAttractorSphere3D();
};
class GPUParticlesAttractorBox3D : public GPUParticlesAttractor3D {
GDCLASS(GPUParticlesAttractorBox3D, GPUParticlesAttractor3D);
Vector3 size = Vector3(2, 2, 2);
protected:
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_property) const;
#endif // DISABLE_DEPRECATED
public:
void set_size(const Vector3 &p_size);
Vector3 get_size() const;
virtual AABB get_aabb() const override;
GPUParticlesAttractorBox3D();
~GPUParticlesAttractorBox3D();
};
class GPUParticlesAttractorVectorField3D : public GPUParticlesAttractor3D {
GDCLASS(GPUParticlesAttractorVectorField3D, GPUParticlesAttractor3D);
Vector3 size = Vector3(2, 2, 2);
Ref<Texture3D> texture;
protected:
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_property) const;
#endif // DISABLE_DEPRECATED
public:
void set_size(const Vector3 &p_size);
Vector3 get_size() const;
void set_texture(const Ref<Texture3D> &p_texture);
Ref<Texture3D> get_texture() const;
virtual AABB get_aabb() const override;
GPUParticlesAttractorVectorField3D();
~GPUParticlesAttractorVectorField3D();
};
#endif // GPU_PARTICLES_COLLISION_3D_H
|