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Merge pull request #76859 from HolonProduction/emission-finished-gpu

Add `finished` signal to GPUParticles
This commit is contained in:
Yuri Sizov
2023-07-14 18:50:56 +02:00
6 changed files with 132 additions and 13 deletions

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@@ -18,6 +18,7 @@
<return type="Rect2" /> <return type="Rect2" />
<description> <description>
Returns a rectangle containing the positions of all existing particles. Returns a rectangle containing the positions of all existing particles.
[b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
</description> </description>
</method> </method>
<method name="emit_particle"> <method name="emit_particle">
@@ -108,6 +109,14 @@
Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool. Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
</member> </member>
</members> </members>
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
</description>
</signal>
</signals>
<constants> <constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder"> <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted. Particles are drawn in the order emitted.

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@@ -130,6 +130,14 @@
Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool. Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
</member> </member>
</members> </members>
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
</description>
</signal>
</signals>
<constants> <constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder"> <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted. Particles are drawn in the order emitted.

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@@ -32,19 +32,37 @@
#include "core/core_string_names.h" #include "core/core_string_names.h"
#include "scene/resources/particle_process_material.h" #include "scene/resources/particle_process_material.h"
#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED #ifdef TOOLS_ENABLED
#include "core/config/engine.h" #include "core/config/engine.h"
#endif #endif
void GPUParticles2D::set_emitting(bool p_emitting) { void GPUParticles2D::set_emitting(bool p_emitting) {
RS::get_singleton()->particles_set_emitting(particles, p_emitting); // Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
if (p_emitting && one_shot) { if (p_emitting && one_shot) {
if (!active && !emitting) {
// Last cycle ended.
active = true;
time = 0;
signal_cancled = false;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
} else {
signal_cancled = true;
}
set_process_internal(true); set_process_internal(true);
} else if (!p_emitting) { } else if (!p_emitting) {
set_process_internal(false); if (one_shot) {
set_process_internal(true);
} else {
set_process_internal(false);
}
} }
emitting = p_emitting;
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
} }
void GPUParticles2D::set_amount(int p_amount) { void GPUParticles2D::set_amount(int p_amount) {
@@ -211,7 +229,7 @@ void GPUParticles2D::set_speed_scale(double p_scale) {
} }
bool GPUParticles2D::is_emitting() const { bool GPUParticles2D::is_emitting() const {
return RS::get_singleton()->particles_get_emitting(particles); return emitting;
} }
int GPUParticles2D::get_amount() const { int GPUParticles2D::get_amount() const {
@@ -405,6 +423,16 @@ NodePath GPUParticles2D::get_sub_emitter() const {
void GPUParticles2D::restart() { void GPUParticles2D::restart() {
RS::get_singleton()->particles_restart(particles); RS::get_singleton()->particles_restart(particles);
RS::get_singleton()->particles_set_emitting(particles, true); RS::get_singleton()->particles_set_emitting(particles, true);
emitting = true;
active = true;
signal_cancled = false;
time = 0;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
if (one_shot) {
set_process_internal(true);
}
} }
void GPUParticles2D::_notification(int p_what) { void GPUParticles2D::_notification(int p_what) {
@@ -570,9 +598,23 @@ void GPUParticles2D::_notification(int p_what) {
} break; } break;
case NOTIFICATION_INTERNAL_PROCESS: { case NOTIFICATION_INTERNAL_PROCESS: {
if (one_shot && !is_emitting()) { if (one_shot) {
notify_property_list_changed(); time += get_process_delta_time();
set_process_internal(false); if (time > emission_time) {
emitting = false;
if (!active) {
set_process_internal(false);
}
}
if (time > active_time) {
if (active && !signal_cancled) {
emit_signal(SceneStringNames::get_singleton()->finished);
}
active = false;
if (!emitting) {
set_process_internal(false);
}
}
} }
} break; } break;
} }
@@ -638,6 +680,8 @@ void GPUParticles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_trail_section_subdivisions", "subdivisions"), &GPUParticles2D::set_trail_section_subdivisions); ClassDB::bind_method(D_METHOD("set_trail_section_subdivisions", "subdivisions"), &GPUParticles2D::set_trail_section_subdivisions);
ClassDB::bind_method(D_METHOD("get_trail_section_subdivisions"), &GPUParticles2D::get_trail_section_subdivisions); ClassDB::bind_method(D_METHOD("get_trail_section_subdivisions"), &GPUParticles2D::get_trail_section_subdivisions);
ADD_SIGNAL(MethodInfo("finished"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting"); 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_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::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");

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@@ -47,6 +47,9 @@ public:
private: private:
RID particles; RID particles;
bool emitting = false;
bool active = false;
bool signal_cancled = false;
bool one_shot = false; bool one_shot = false;
int amount = 0; int amount = 0;
double lifetime = 0.0; double lifetime = 0.0;
@@ -78,6 +81,10 @@ private:
int trail_sections = 8; int trail_sections = 8;
int trail_section_subdivisions = 4; int trail_section_subdivisions = 4;
double time = 0.0;
double emission_time = 0.0;
double active_time = 0.0;
RID mesh; RID mesh;
void _attach_sub_emitter(); void _attach_sub_emitter();

View File

@@ -31,19 +31,37 @@
#include "gpu_particles_3d.h" #include "gpu_particles_3d.h"
#include "scene/resources/particle_process_material.h" #include "scene/resources/particle_process_material.h"
#include "scene/scene_string_names.h"
AABB GPUParticles3D::get_aabb() const { AABB GPUParticles3D::get_aabb() const {
return AABB(); return AABB();
} }
void GPUParticles3D::set_emitting(bool p_emitting) { void GPUParticles3D::set_emitting(bool p_emitting) {
RS::get_singleton()->particles_set_emitting(particles, p_emitting); // Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
if (p_emitting && one_shot) { if (p_emitting && one_shot) {
if (!active && !emitting) {
// Last cycle ended.
active = true;
time = 0;
signal_cancled = false;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
} else {
signal_cancled = true;
}
set_process_internal(true); set_process_internal(true);
} else if (!p_emitting) { } else if (!p_emitting) {
set_process_internal(false); if (one_shot) {
set_process_internal(true);
} else {
set_process_internal(false);
}
} }
emitting = p_emitting;
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
} }
void GPUParticles3D::set_amount(int p_amount) { void GPUParticles3D::set_amount(int p_amount) {
@@ -122,7 +140,7 @@ void GPUParticles3D::set_collision_base_size(real_t p_size) {
} }
bool GPUParticles3D::is_emitting() const { bool GPUParticles3D::is_emitting() const {
return RS::get_singleton()->particles_get_emitting(particles); return emitting;
} }
int GPUParticles3D::get_amount() const { int GPUParticles3D::get_amount() const {
@@ -373,6 +391,16 @@ PackedStringArray GPUParticles3D::get_configuration_warnings() const {
void GPUParticles3D::restart() { void GPUParticles3D::restart() {
RenderingServer::get_singleton()->particles_restart(particles); RenderingServer::get_singleton()->particles_restart(particles);
RenderingServer::get_singleton()->particles_set_emitting(particles, true); RenderingServer::get_singleton()->particles_set_emitting(particles, true);
emitting = true;
active = true;
signal_cancled = false;
time = 0;
emission_time = lifetime * (1 - explosiveness_ratio);
active_time = lifetime * (2 - explosiveness_ratio);
if (one_shot) {
set_process_internal(true);
}
} }
AABB GPUParticles3D::capture_aabb() const { AABB GPUParticles3D::capture_aabb() const {
@@ -425,9 +453,23 @@ void GPUParticles3D::_notification(int p_what) {
// Use internal process when emitting and one_shot is on so that when // Use internal process when emitting and one_shot is on so that when
// the shot ends the editor can properly update. // the shot ends the editor can properly update.
case NOTIFICATION_INTERNAL_PROCESS: { case NOTIFICATION_INTERNAL_PROCESS: {
if (one_shot && !is_emitting()) { if (one_shot) {
notify_property_list_changed(); time += get_process_delta_time();
set_process_internal(false); if (time > emission_time) {
emitting = false;
if (!active) {
set_process_internal(false);
}
}
if (time > active_time) {
if (active && !signal_cancled) {
emit_signal(SceneStringNames::get_singleton()->finished);
}
active = false;
if (!emitting) {
set_process_internal(false);
}
}
} }
} break; } break;
@@ -571,6 +613,8 @@ void GPUParticles3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transform_align", "align"), &GPUParticles3D::set_transform_align); 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); ClassDB::bind_method(D_METHOD("get_transform_align"), &GPUParticles3D::get_transform_align);
ADD_SIGNAL(MethodInfo("finished"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting"); 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_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::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");

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@@ -60,7 +60,10 @@ public:
private: private:
RID particles; RID particles;
bool one_shot; bool emitting = false;
bool active = false;
bool signal_cancled = false;
bool one_shot = false;
int amount = 0; int amount = 0;
double lifetime = 0.0; double lifetime = 0.0;
double pre_process_time = 0.0; double pre_process_time = 0.0;
@@ -87,6 +90,10 @@ private:
Vector<Ref<Mesh>> draw_passes; Vector<Ref<Mesh>> draw_passes;
Ref<Skin> skin; Ref<Skin> skin;
double time = 0.0;
double emission_time = 0.0;
double active_time = 0.0;
void _attach_sub_emitter(); void _attach_sub_emitter();
void _skinning_changed(); void _skinning_changed();