Files
FlaxEngine/Source/Engine/Particles/ParticleEmitter.h
2021-01-02 14:28:49 +01:00

200 lines
7.2 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Content/BinaryAsset.h"
#include "Engine/Graphics/Shaders/Cache/ShaderAssetBase.h"
#include "Graph/CPU/ParticleEmitterGraph.CPU.h"
#if COMPILE_WITH_GPU_PARTICLES
#include "Graph/GPU/GPUParticles.h"
#endif
class Actor;
class ParticleEffect;
class ParticleEmitterInstance;
/// <summary>
/// Binary asset that contains a particle emitter definition graph for running particles simulation on CPU and GPU.
/// </summary>
API_CLASS(NoSpawn) class FLAXENGINE_API ParticleEmitter : public ShaderAssetTypeBase<BinaryAsset>
{
DECLARE_BINARY_ASSET_HEADER(ParticleEmitter, ShadersSerializedVersion);
public:
/// <summary>
/// The loaded particle graph.
/// </summary>
ParticleEmitterGraphCPU Graph;
/// <summary>
/// The CPU graph executor runtime.
/// </summary>
ParticleEmitterGraphCPUExecutor GraphExecutorCPU;
/// <summary>
/// The particle system capacity (the maximum amount of particles to simulate at once).
/// </summary>
int32 Capacity;
/// <summary>
/// The particles simulation execution mode.
/// </summary>
ParticlesSimulationMode SimulationMode;
/// <summary>
/// The particles simulation space.
/// </summary>
ParticlesSimulationSpace SimulationSpace;
/// <summary>
/// True if enable pooling emitter instance data, otherwise immediately dispose. Pooling can improve performance and reduce memory usage.
/// </summary>
bool EnablePooling;
/// <summary>
/// True if use automatic bounds.
/// </summary>
bool UseAutoBounds;
/// <summary>
/// True if emitter uses lights rendering, otherwise false.
/// </summary>
bool IsUsingLights;
/// <summary>
/// The custom bounds to use for the particles. Set to zero to use automatic bounds (valid only for CPU particles).
/// </summary>
BoundingBox CustomBounds;
#if COMPILE_WITH_GPU_PARTICLES
/// <summary>
/// The GPU particle simulation handler.
/// </summary>
GPUParticles GPU;
#endif
public:
/// <summary>
/// Tries to load surface graph from the asset.
/// </summary>
/// <param name="createDefaultIfMissing">True if create default surface if missing.</param>
/// <returns>The output surface data, or empty if failed to load.</returns>
API_FUNCTION() BytesContainer LoadSurface(bool createDefaultIfMissing);
#if USE_EDITOR
/// <summary>
/// Updates surface (saves new one, discard cached data, reloads asset).
/// </summary>
/// <param name="data">The surface graph data.</param>
/// <returns>True if cannot save it, otherwise false.</returns>
API_FUNCTION() bool SaveSurface(BytesContainer& data);
#endif
public:
/// <summary>
/// Spawns the particles at the given location.
/// </summary>
/// <param name="position">The spawn position.</param>
/// <param name="duration">The effect playback duration (in seconds).</param>
/// <param name="autoDestroy">If set to <c>true</c> effect be be auto-destroyed after duration.</param>
/// <returns>The spawned effect.</returns>
API_FUNCTION() ParticleEffect* Spawn(const Vector3& position, float duration = MAX_float, bool autoDestroy = false)
{
return Spawn(nullptr, Transform(position), duration, autoDestroy);
}
/// <summary>
/// Spawns the particles at the given location.
/// </summary>
/// <param name="position">The spawn position.</param>
/// <param name="rotation">The spawn rotation.</param>
/// <param name="duration">The effect playback duration (in seconds).</param>
/// <param name="autoDestroy">If set to <c>true</c> effect be be auto-destroyed after duration.</param>
/// <returns>The spawned effect.</returns>
API_FUNCTION() ParticleEffect* Spawn(const Vector3& position, const Quaternion& rotation, float duration = MAX_float, bool autoDestroy = false)
{
return Spawn(nullptr, Transform(position, rotation), duration, autoDestroy);
}
/// <summary>
/// Spawns the particles at the given location.
/// </summary>
/// <param name="transform">The spawn transform.</param>
/// <param name="duration">The effect playback duration (in seconds).</param>
/// <param name="autoDestroy">If set to <c>true</c> effect be be auto-destroyed after duration.</param>
/// <returns>The spawned effect.</returns>
API_FUNCTION() ParticleEffect* Spawn(const Transform& transform, float duration = MAX_float, bool autoDestroy = false)
{
return Spawn(nullptr, transform, duration, autoDestroy);
}
/// <summary>
/// Spawns the particles at the given location.
/// </summary>
/// <param name="parent">The parent actor (can be null to link it to the first loaded scene).</param>
/// <param name="position">The spawn position.</param>
/// <param name="duration">The effect playback duration (in seconds).</param>
/// <param name="autoDestroy">If set to <c>true</c> effect be be auto-destroyed after duration.</param>
/// <returns>The spawned effect.</returns>
API_FUNCTION() ParticleEffect* Spawn(Actor* parent, const Vector3& position, float duration = MAX_float, bool autoDestroy = false)
{
return Spawn(parent, Transform(position), duration, autoDestroy);
}
/// <summary>
/// Spawns the particles at the given location.
/// </summary>
/// <param name="parent">The parent actor (can be null to link it to the first loaded scene).</param>
/// <param name="position">The spawn position.</param>
/// <param name="rotation">The spawn rotation.</param>
/// <param name="duration">The effect playback duration (in seconds).</param>
/// <param name="autoDestroy">If set to <c>true</c> effect be be auto-destroyed after duration.</param>
/// <returns>The spawned effect.</returns>
API_FUNCTION() ParticleEffect* Spawn(Actor* parent, const Vector3& position, const Quaternion& rotation, float duration = MAX_float, bool autoDestroy = false)
{
return Spawn(parent, Transform(position, rotation), duration, autoDestroy);
}
/// <summary>
/// Spawns the particles at the given location.
/// </summary>
/// <param name="parent">The parent actor (can be null to link it to the first loaded scene).</param>
/// <param name="transform">The spawn transform.</param>
/// <param name="duration">The effect playback duration (in seconds).</param>
/// <param name="autoDestroy">If set to <c>true</c> effect be be auto-destroyed after duration.</param>
/// <returns>The spawned effect.</returns>
API_FUNCTION() ParticleEffect* Spawn(Actor* parent, const Transform& transform, float duration = MAX_float, bool autoDestroy = false);
public:
// [BinaryAsset]
#if USE_EDITOR
void GetReferences(Array<Guid>& output) const override
{
// Base
BinaryAsset::GetReferences(output);
Graph.GetReferences(output);
}
#endif
protected:
// [ParticleEmitterBase]
LoadResult load() override;
void unload(bool isReloading) override;
AssetChunksFlag getChunksToPreload() const override;
#if USE_EDITOR
void OnDependencyModified(BinaryAsset* asset) override;
#endif
#if USE_EDITOR
void InitCompilationOptions(ShaderCompilationOptions& options) override;
#endif
};