310 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
			
		
		
	
	
			310 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
package iron.object;
 | 
						|
 | 
						|
#if lnx_particles
 | 
						|
 | 
						|
import kha.FastFloat;
 | 
						|
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 currentSpeed = 0.0;
 | 
						|
	var particles: Array<Particle>;
 | 
						|
	var ready: Bool;
 | 
						|
	var frameRate = 24;
 | 
						|
	var lifetime = 0.0;
 | 
						|
	var looptime = 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();
 | 
						|
	
 | 
						|
	var random = 0.0;
 | 
						|
 | 
						|
	public function new(sceneName: String, pref: TParticleReference) {
 | 
						|
		seed = pref.seed;
 | 
						|
		currentSpeed = speed;
 | 
						|
		speed = 0;
 | 
						|
		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];
 | 
						|
			aligny = r.object_align_factor[1];
 | 
						|
			alignz = r.object_align_factor[2];
 | 
						|
			looptime = (r.frame_end - r.frame_start) / frameRate;
 | 
						|
			lifetime = r.lifetime / frameRate;
 | 
						|
			animtime = r.loop ? looptime : looptime + lifetime;
 | 
						|
			spawnRate = ((r.frame_end - r.frame_start) / r.count) / frameRate;
 | 
						|
 | 
						|
			for (i in 0...r.count) {
 | 
						|
				particles.push(new Particle(i));
 | 
						|
			}
 | 
						|
 | 
						|
			ready = true;
 | 
						|
			if (r.auto_start){
 | 
						|
				start();
 | 
						|
			}
 | 
						|
		});
 | 
						|
	}
 | 
						|
 | 
						|
	public function start() {
 | 
						|
		if (r.is_unique) random = Math.random();
 | 
						|
		lifetime = r.lifetime / frameRate;
 | 
						|
		time = 0;
 | 
						|
		lap = 0;
 | 
						|
		lapTime = 0;
 | 
						|
		speed = currentSpeed;
 | 
						|
	}
 | 
						|
 | 
						|
	public function pause() {
 | 
						|
		speed = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	public function resume() {
 | 
						|
		lifetime = r.lifetime / frameRate;
 | 
						|
		speed = currentSpeed;
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
	// TODO: interrupt smoothly
 | 
						|
	public function stop() {
 | 
						|
		end();
 | 
						|
	}
 | 
						|
 | 
						|
	function end() {
 | 
						|
		lifetime = 0;
 | 
						|
		speed = 0;
 | 
						|
		lap = 0;
 | 
						|
	}
 | 
						|
	
 | 
						|
	public function update(object: MeshObject, owner: MeshObject) {
 | 
						|
		if (!ready || object == null || speed == 0.0) return;
 | 
						|
		if (iron.App.pauseUpdates) return;
 | 
						|
		
 | 
						|
		var prevLap = lap;
 | 
						|
 | 
						|
		// 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.renderDelta * speed; // realDelta to renderDelta
 | 
						|
		lap = Std.int(time / animtime);
 | 
						|
		lapTime = time - lap * animtime;
 | 
						|
		count = Std.int(lapTime / spawnRate);
 | 
						|
 | 
						|
		if (lap > prevLap && !r.loop) {
 | 
						|
			end();
 | 
						|
		}
 | 
						|
		
 | 
						|
		updateGpu(object, owner);
 | 
						|
	}
 | 
						|
 | 
						|
	public function getData(): Mat4 {
 | 
						|
		var hair = r.type == 1;
 | 
						|
		m._00 = 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;
 | 
						|
		m._21 = hair ? 0 : gy;
 | 
						|
		m._22 = hair ? 0 : gz;
 | 
						|
		m._23 = hair ? 0 : r.lifetime_random;
 | 
						|
		m._30 = tilesx;
 | 
						|
		m._31 = tilesy;
 | 
						|
		m._32 = 1 / tilesFramerate;
 | 
						|
		m._33 = hair ? 1 : lapTime;
 | 
						|
		return m;
 | 
						|
	}
 | 
						|
 | 
						|
	public function getSizeRandom(): FastFloat {
 | 
						|
		return r.size_random;
 | 
						|
	}
 | 
						|
 | 
						|
	public function getRandom(): FastFloat {
 | 
						|
		return random;
 | 
						|
	}
 | 
						|
 | 
						|
	public function getSize(): FastFloat {
 | 
						|
		return r.particle_size;
 | 
						|
	}
 | 
						|
 | 
						|
	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
 |