250 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
		
		
			
		
	
	
			250 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
|  | package iron.object; | ||
|  | 
 | ||
|  | #if lnx_particles | ||
|  | 
 | ||
|  | import kha.graphics4.Usage; | ||
|  | import kha.arrays.Float32Array; | ||
|  | import iron.data.Data; | ||
|  | import iron.data.ParticleData; | ||
|  | import iron.data.SceneFormat; | ||
|  | import iron.system.Time; | ||
|  | import iron.math.Mat4; | ||
|  | import iron.math.Quat; | ||
|  | import iron.math.Vec3; | ||
|  | import iron.math.Vec4; | ||
|  | 
 | ||
|  | class ParticleSystem { | ||
|  | 	public var data: ParticleData; | ||
|  | 	public var speed = 1.0; | ||
|  | 	var particles: Array<Particle>; | ||
|  | 	var ready: Bool; | ||
|  | 	var frameRate = 24; | ||
|  | 	var lifetime = 0.0; | ||
|  | 	var animtime = 0.0; | ||
|  | 	var time = 0.0; | ||
|  | 	var spawnRate = 0.0; | ||
|  | 	var seed = 0; | ||
|  | 
 | ||
|  | 	var r: TParticleData; | ||
|  | 	var gx: Float; | ||
|  | 	var gy: Float; | ||
|  | 	var gz: Float; | ||
|  | 	var alignx: Float; | ||
|  | 	var aligny: Float; | ||
|  | 	var alignz: Float; | ||
|  | 	var dimx: Float; | ||
|  | 	var dimy: Float; | ||
|  | 	var tilesx: Int; | ||
|  | 	var tilesy: Int; | ||
|  | 	var tilesFramerate: Int; | ||
|  | 
 | ||
|  | 	var count = 0; | ||
|  | 	var lap = 0; | ||
|  | 	var lapTime = 0.0; | ||
|  | 	var m = Mat4.identity(); | ||
|  | 
 | ||
|  | 	var ownerLoc = new Vec4(); | ||
|  | 	var ownerRot = new Quat(); | ||
|  | 	var ownerScl = new Vec4(); | ||
|  | 
 | ||
|  | 	public function new(sceneName: String, pref: TParticleReference) { | ||
|  | 		seed = pref.seed; | ||
|  | 		particles = []; | ||
|  | 		ready = false; | ||
|  | 		Data.getParticle(sceneName, pref.particle, function(b: ParticleData) { | ||
|  | 			data = b; | ||
|  | 			r = data.raw; | ||
|  | 			if (Scene.active.raw.gravity != null) { | ||
|  | 				gx = Scene.active.raw.gravity[0] * r.weight_gravity; | ||
|  | 				gy = Scene.active.raw.gravity[1] * r.weight_gravity; | ||
|  | 				gz = Scene.active.raw.gravity[2] * r.weight_gravity; | ||
|  | 			} | ||
|  | 			else { | ||
|  | 				gx = 0; | ||
|  | 				gy = 0; | ||
|  | 				gz = -9.81 * r.weight_gravity; | ||
|  | 			} | ||
|  | 			alignx = r.object_align_factor[0] / 2; | ||
|  | 			aligny = r.object_align_factor[1] / 2; | ||
|  | 			alignz = r.object_align_factor[2] / 2; | ||
|  | 			lifetime = r.lifetime / frameRate; | ||
|  | 			animtime = (r.frame_end - r.frame_start) / frameRate; | ||
|  | 			spawnRate = ((r.frame_end - r.frame_start) / r.count) / frameRate; | ||
|  | 			for (i in 0...r.count) particles.push(new Particle(i)); | ||
|  | 			ready = true; | ||
|  | 		}); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	public function pause() { | ||
|  | 		lifetime = 0; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	public function resume() { | ||
|  | 		lifetime = r.lifetime / frameRate; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	public function update(object: MeshObject, owner: MeshObject) { | ||
|  | 		if (!ready || object == null || speed == 0.0) return; | ||
|  | 
 | ||
|  | 		// Copy owner world transform but discard scale | ||
|  | 		owner.transform.world.decompose(ownerLoc, ownerRot, ownerScl); | ||
|  | 		object.transform.loc = ownerLoc; | ||
|  | 		object.transform.rot = ownerRot; | ||
|  | 
 | ||
|  | 		// Set particle size per particle system | ||
|  | 		object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1); | ||
|  | 
 | ||
|  | 		object.transform.buildMatrix(); | ||
|  | 		owner.transform.buildMatrix(); | ||
|  | 		object.transform.dim.setFrom(owner.transform.dim); | ||
|  | 
 | ||
|  | 		dimx = object.transform.dim.x; | ||
|  | 		dimy = object.transform.dim.y; | ||
|  | 
 | ||
|  | 		if (object.activeTilesheet != null) { | ||
|  | 			tilesx = object.activeTilesheet.raw.tilesx; | ||
|  | 			tilesy = object.activeTilesheet.raw.tilesy; | ||
|  | 			tilesFramerate = object.activeTilesheet.raw.framerate; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Animate | ||
|  | 		time += Time.realDelta * speed; | ||
|  | 		lap = Std.int(time / animtime); | ||
|  | 		lapTime = time - lap * animtime; | ||
|  | 		count = Std.int(lapTime / spawnRate); | ||
|  | 
 | ||
|  | 		updateGpu(object, owner); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	public function getData(): Mat4 { | ||
|  | 		var hair = r.type == 1; | ||
|  | 		m._00 = r.loop ? animtime : -animtime; | ||
|  | 		m._01 = hair ? 1 / particles.length : spawnRate; | ||
|  | 		m._02 = hair ? 1 : lifetime; | ||
|  | 		m._03 = particles.length; | ||
|  | 		m._10 = hair ? 0 : alignx; | ||
|  | 		m._11 = hair ? 0 : aligny; | ||
|  | 		m._12 = hair ? 0 : alignz; | ||
|  | 		m._13 = hair ? 0 : r.factor_random; | ||
|  | 		m._20 = hair ? 0 : gx * r.mass; | ||
|  | 		m._21 = hair ? 0 : gy * r.mass; | ||
|  | 		m._22 = hair ? 0 : gz * r.mass; | ||
|  | 		m._23 = hair ? 0 : r.lifetime_random; | ||
|  | 		m._30 = tilesx; | ||
|  | 		m._31 = tilesy; | ||
|  | 		m._32 = 1 / tilesFramerate; | ||
|  | 		m._33 = hair ? 1 : lapTime; | ||
|  | 		return m; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function updateGpu(object: MeshObject, owner: MeshObject) { | ||
|  | 		if (!object.data.geom.instanced) setupGeomGpu(object, owner); | ||
|  | 		// GPU particles transform is attached to owner object | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function setupGeomGpu(object: MeshObject, owner: MeshObject) { | ||
|  | 		var instancedData = new Float32Array(particles.length * 3); | ||
|  | 		var i = 0; | ||
|  | 
 | ||
|  | 		var normFactor = 1 / 32767; // pa.values are not normalized | ||
|  | 		var scalePosOwner = owner.data.scalePos; | ||
|  | 		var scalePosParticle = object.data.scalePos; | ||
|  | 		var particleSize = r.particle_size; | ||
|  | 		var scaleFactor = new Vec4().setFrom(owner.transform.scale); | ||
|  | 		scaleFactor.mult(scalePosOwner / (particleSize * scalePosParticle)); | ||
|  | 
 | ||
|  | 		switch (r.emit_from) { | ||
|  | 			case 0: // Vert | ||
|  | 				var pa = owner.data.geom.positions; | ||
|  | 
 | ||
|  | 				for (p in particles) { | ||
|  | 					var j = Std.int(fhash(i) * (pa.values.length / pa.size)); | ||
|  | 					instancedData.set(i, pa.values[j * pa.size    ] * normFactor * scaleFactor.x); i++; | ||
|  | 					instancedData.set(i, pa.values[j * pa.size + 1] * normFactor * scaleFactor.y); i++; | ||
|  | 					instancedData.set(i, pa.values[j * pa.size + 2] * normFactor * scaleFactor.z); i++; | ||
|  | 				} | ||
|  | 
 | ||
|  | 			case 1: // Face | ||
|  | 				var positions = owner.data.geom.positions.values; | ||
|  | 
 | ||
|  | 				for (p in particles) { | ||
|  | 					// Choose random index array (there is one per material) and random face | ||
|  | 					var ia = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)]; | ||
|  | 					var faceIndex = Std.random(Std.int(ia.length / 3)); | ||
|  | 
 | ||
|  | 					var i0 = ia[faceIndex * 3 + 0]; | ||
|  | 					var i1 = ia[faceIndex * 3 + 1]; | ||
|  | 					var i2 = ia[faceIndex * 3 + 2]; | ||
|  | 
 | ||
|  | 					var v0 = new Vec3(positions[i0 * 4], positions[i0 * 4 + 1], positions[i0 * 4 + 2]); | ||
|  | 					var v1 = new Vec3(positions[i1 * 4], positions[i1 * 4 + 1], positions[i1 * 4 + 2]); | ||
|  | 					var v2 = new Vec3(positions[i2 * 4], positions[i2 * 4 + 1], positions[i2 * 4 + 2]); | ||
|  | 
 | ||
|  | 					var pos = randomPointInTriangle(v0, v1, v2); | ||
|  | 
 | ||
|  | 					instancedData.set(i, pos.x * normFactor * scaleFactor.x); i++; | ||
|  | 					instancedData.set(i, pos.y * normFactor * scaleFactor.y); i++; | ||
|  | 					instancedData.set(i, pos.z * normFactor * scaleFactor.z); i++; | ||
|  | 				} | ||
|  | 
 | ||
|  | 			case 2: // Volume | ||
|  | 				var scaleFactorVolume = new Vec4().setFrom(object.transform.dim); | ||
|  | 				scaleFactorVolume.mult(0.5 / (particleSize * scalePosParticle)); | ||
|  | 
 | ||
|  | 				for (p in particles) { | ||
|  | 					instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.x); i++; | ||
|  | 					instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.y); i++; | ||
|  | 					instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.z); i++; | ||
|  | 				} | ||
|  | 		} | ||
|  | 		object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function fhash(n: Int): Float { | ||
|  | 		var s = n + 1.0; | ||
|  | 		s *= 9301.0 % s; | ||
|  | 		s = (s * 9301.0 + 49297.0) % 233280.0; | ||
|  | 		return s / 233280.0; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	public function remove() {} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 		Generates a random point in the triangle with vertex positions abc. | ||
|  | 
 | ||
|  | 		Please note that the given position vectors are changed in-place by this | ||
|  | 		function and can be considered garbage afterwards, so make sure to clone | ||
|  | 		them first if needed. | ||
|  | 	**/ | ||
|  | 	public static inline function randomPointInTriangle(a: Vec3, b: Vec3, c: Vec3): Vec3 { | ||
|  | 		// Generate a random point in a square where (0, 0) <= (x, y) < (1, 1) | ||
|  | 		var x = Math.random(); | ||
|  | 		var y = Math.random(); | ||
|  | 
 | ||
|  | 		if (x + y > 1) { | ||
|  | 			// We're in the upper right triangle in the square, mirror to lower left | ||
|  | 			x = 1 - x; | ||
|  | 			y = 1 - y; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Transform the point to the triangle abc | ||
|  | 		var u = b.sub(a); | ||
|  | 		var v = c.sub(a); | ||
|  | 		return a.add(u.mult(x).add(v.mult(y))); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | class Particle { | ||
|  | 	public var i: Int; | ||
|  | 	public var x = 0.0; | ||
|  | 	public var y = 0.0; | ||
|  | 	public var z = 0.0; | ||
|  | 	public var cameraDistance: Float; | ||
|  | 
 | ||
|  | 	public function new(i: Int) { | ||
|  | 		this.i = i; | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | #end |