196 lines
7.3 KiB
C++
196 lines
7.3 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "Engine/Content/BinaryAsset.h"
|
|
#include "Engine/Core/Math/BoundingBox.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
|
|
};
|