Update leenkx/Sources/iron/object/ParticleSystem.hx
This commit is contained in:
@ -8,6 +8,8 @@ import kha.arrays.Float32Array;
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import iron.data.Data;
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import iron.data.ParticleData;
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import iron.data.SceneFormat;
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import iron.data.Geometry;
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import iron.data.MeshData;
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import iron.system.Time;
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import iron.math.Mat4;
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import iron.math.Quat;
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@ -17,6 +19,7 @@ import iron.math.Vec4;
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class ParticleSystem {
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public var data: ParticleData;
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public var speed = 1.0;
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public var dynamicEmitter: Bool = true;
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var currentSpeed = 0.0;
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var particles: Array<Particle>;
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var ready: Bool;
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@ -52,6 +55,12 @@ class ParticleSystem {
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var random = 0.0;
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var tmpV4 = new Vec4();
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var instancedData: Float32Array = null;
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var lastSpawnedCount: Int = 0;
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var hasUniqueGeom: Bool = false;
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public function new(sceneName: String, pref: TParticleReference) {
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seed = pref.seed;
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currentSpeed = speed;
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@ -62,6 +71,11 @@ class ParticleSystem {
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Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
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data = b;
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r = data.raw;
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if (r.dynamic_emitter != null){
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dynamicEmitter = r.dynamic_emitter;
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} else {
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dynamicEmitter = true;
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}
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if (Scene.active.raw.gravity != null) {
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gx = Scene.active.raw.gravity[0] * r.weight_gravity;
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gy = Scene.active.raw.gravity[1] * r.weight_gravity;
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@ -98,6 +112,8 @@ class ParticleSystem {
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lap = 0;
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lapTime = 0;
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speed = currentSpeed;
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lastSpawnedCount = 0;
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instancedData = null;
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}
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public function pause() {
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@ -130,8 +146,13 @@ class ParticleSystem {
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// Copy owner world transform but discard scale
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owner.transform.world.decompose(ownerLoc, ownerRot, ownerScl);
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object.transform.loc = ownerLoc;
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object.transform.rot = ownerRot;
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if (dynamicEmitter) {
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object.transform.loc.x = 0; object.transform.loc.y = 0; object.transform.loc.z = 0;
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object.transform.rot = new Quat();
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} else {
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object.transform.loc = ownerLoc;
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object.transform.rot = ownerRot;
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}
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// Set particle size per particle system
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object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1);
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@ -158,13 +179,18 @@ class ParticleSystem {
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if (lap > prevLap && !r.loop) {
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end();
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}
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if (lap > prevLap && r.loop) {
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lastSpawnedCount = 0;
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}
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updateGpu(object, owner);
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}
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public function getData(): Mat4 {
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var hair = r.type == 1;
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m._00 = animtime;
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// Store loop flag in the sign: positive -> loop, negative -> no loop
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m._00 = r.loop ? animtime : -animtime;
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m._01 = hair ? 1 / particles.length : spawnRate;
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m._02 = hair ? 1 : lifetime;
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m._03 = particles.length;
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@ -187,17 +213,26 @@ class ParticleSystem {
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return r.size_random;
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}
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public function getRandom(): FastFloat {
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public inline function getRandom(): FastFloat {
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return random;
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}
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public function getSize(): FastFloat {
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public inline function getSize(): FastFloat {
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return r.particle_size;
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}
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function updateGpu(object: MeshObject, owner: MeshObject) {
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if (!object.data.geom.instanced) setupGeomGpu(object, owner);
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// GPU particles transform is attached to owner object
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if (dynamicEmitter) {
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if (!hasUniqueGeom) ensureUniqueGeom(object);
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var needSetup = instancedData == null || object.data.geom.instancedVB == null;
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if (needSetup) setupGeomGpuDynamic(object, owner);
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updateSpawnedInstances(object, owner);
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}
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else {
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if (!hasUniqueGeom) ensureUniqueGeom(object);
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if (!object.data.geom.instanced) setupGeomGpu(object, owner);
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}
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// GPU particles transform is attached to owner object in static mode
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}
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function setupGeomGpu(object: MeshObject, owner: MeshObject) {
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@ -258,18 +293,134 @@ class ParticleSystem {
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object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage);
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}
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function fhash(n: Int): Float {
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var s = n + 1.0;
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s *= 9301.0 % s;
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s = (s * 9301.0 + 49297.0) % 233280.0;
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return s / 233280.0;
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// allocate instanced VB once for this object
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function setupGeomGpuDynamic(object: MeshObject, owner: MeshObject) {
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if (instancedData == null) instancedData = new Float32Array(particles.length * 3);
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lastSpawnedCount = 0;
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// Create instanced VB once if missing (seed with our instancedData)
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if (object.data.geom.instancedVB == null) {
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object.data.geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
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}
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}
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function ensureUniqueGeom(object: MeshObject) {
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if (hasUniqueGeom) return;
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var newData: MeshData = null;
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new MeshData(object.data.raw, function(dat: MeshData) {
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dat.scalePos = object.data.scalePos;
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dat.scaleTex = object.data.scaleTex;
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dat.format = object.data.format;
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newData = dat;
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});
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if (newData != null) object.setData(newData);
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hasUniqueGeom = true;
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}
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function updateSpawnedInstances(object: MeshObject, owner: MeshObject) {
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if (instancedData == null) return;
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var targetCount = count;
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if (targetCount > particles.length) targetCount = particles.length;
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if (targetCount <= lastSpawnedCount) return;
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var normFactor = 1 / 32767;
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var scalePosOwner = owner.data.scalePos;
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var scalePosParticle = object.data.scalePos;
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var particleSize = r.particle_size;
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var base = 1.0 / (particleSize * scalePosParticle);
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switch (r.emit_from) {
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case 0: // Vert
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var pa = owner.data.geom.positions;
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var osx = owner.transform.scale.x;
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var osy = owner.transform.scale.y;
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var osz = owner.transform.scale.z;
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var pCount = Std.int(pa.values.length / pa.size);
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for (idx in lastSpawnedCount...targetCount) {
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var j = Std.int(fhash(idx) * pCount);
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var lx = pa.values[j * pa.size ] * normFactor * scalePosOwner * osx;
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var ly = pa.values[j * pa.size + 1] * normFactor * scalePosOwner * osy;
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var lz = pa.values[j * pa.size + 2] * normFactor * scalePosOwner * osz;
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tmpV4.x = lx; tmpV4.y = ly; tmpV4.z = lz; tmpV4.w = 1;
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tmpV4.applyQuat(ownerRot);
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var o = idx * 3;
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instancedData.set(o , (tmpV4.x + ownerLoc.x) * base);
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instancedData.set(o + 1, (tmpV4.y + ownerLoc.y) * base);
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instancedData.set(o + 2, (tmpV4.z + ownerLoc.z) * base);
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}
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case 1: // Face
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var positions = owner.data.geom.positions.values;
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var osx1 = owner.transform.scale.x;
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var osy1 = owner.transform.scale.y;
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var osz1 = owner.transform.scale.z;
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for (idx in lastSpawnedCount...targetCount) {
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var ia = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)];
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var faceIndex = Std.random(Std.int(ia.length / 3));
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var i0 = ia[faceIndex * 3 + 0];
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var i1 = ia[faceIndex * 3 + 1];
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var i2 = ia[faceIndex * 3 + 2];
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var v0x = positions[i0 * 4 ], v0y = positions[i0 * 4 + 1], v0z = positions[i0 * 4 + 2];
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var v1x = positions[i1 * 4 ], v1y = positions[i1 * 4 + 1], v1z = positions[i1 * 4 + 2];
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var v2x = positions[i2 * 4 ], v2y = positions[i2 * 4 + 1], v2z = positions[i2 * 4 + 2];
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var rx = Math.random(); var ry = Math.random(); if (rx + ry > 1) { rx = 1 - rx; ry = 1 - ry; }
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var pxs = v0x + rx * (v1x - v0x) + ry * (v2x - v0x);
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var pys = v0y + rx * (v1y - v0y) + ry * (v2y - v0y);
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var pzs = v0z + rx * (v1z - v0z) + ry * (v2z - v0z);
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var px = pxs * normFactor * scalePosOwner * osx1;
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var py = pys * normFactor * scalePosOwner * osy1;
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var pz = pzs * normFactor * scalePosOwner * osz1;
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tmpV4.x = px; tmpV4.y = py; tmpV4.z = pz; tmpV4.w = 1;
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tmpV4.applyQuat(ownerRot);
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var o1 = idx * 3;
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instancedData.set(o1 , (tmpV4.x + ownerLoc.x) * base);
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instancedData.set(o1 + 1, (tmpV4.y + ownerLoc.y) * base);
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instancedData.set(o1 + 2, (tmpV4.z + ownerLoc.z) * base);
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}
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case 2: // Volume
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var dim = object.transform.dim;
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for (idx in lastSpawnedCount...targetCount) {
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tmpV4.x = (Math.random() * 2.0 - 1.0) * (dim.x * 0.5);
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tmpV4.y = (Math.random() * 2.0 - 1.0) * (dim.y * 0.5);
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tmpV4.z = (Math.random() * 2.0 - 1.0) * (dim.z * 0.5);
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tmpV4.w = 1;
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tmpV4.applyQuat(ownerRot);
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var o2 = idx * 3;
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instancedData.set(o2 , (tmpV4.x + ownerLoc.x) * base);
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instancedData.set(o2 + 1, (tmpV4.y + ownerLoc.y) * base);
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instancedData.set(o2 + 2, (tmpV4.z + ownerLoc.z) * base);
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}
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}
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// Upload full active range [0..targetCount) to this object's instanced VB
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var geom = object.data.geom;
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if (geom.instancedVB == null) {
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geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
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}
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var vb = geom.instancedVB.lock();
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var totalFloats = targetCount * 3; // xyz per instance
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var i = 0;
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while (i < totalFloats) {
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vb.setFloat32(i * 4, instancedData[i]);
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i++;
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}
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geom.instancedVB.unlock();
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geom.instanceCount = targetCount;
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lastSpawnedCount = targetCount;
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}
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inline function fhash(n: Int): Float {
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var s = n + 1.0;
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s *= 9301.0 % s;
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s = (s * 9301.0 + 49297.0) % 233280.0;
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return s / 233280.0;
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}
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public function remove() {}
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/**
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Generates a random point in the triangle with vertex positions abc.
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Please note that the given position vectors are changed in-place by this
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function and can be considered garbage afterwards, so make sure to clone
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them first if needed.
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