175 lines
6.0 KiB
Plaintext
175 lines
6.0 KiB
Plaintext
:: import "particle_system.sex" as ps
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declare_inputs("particle_system")
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n = get_float("$number")
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ni = toint(n)
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lifetime = get_int("p_lifetime")
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lifetime = tofloat(lifetime)
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glob_lifetime = get_int("lifetime")
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step_limit = tofloat(glob_lifetime) * particle_step
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step_limit = toint(step_limit)
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total_lifetime = (lifetime - 1.0) if lifetime > 1.0 else 0.0
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itotal_lifetime = toint(total_lifetime)
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:: if pcloud_write
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cloud_index = get_int("cloud_index")
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particle_index = get_int("particle_index")
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:: endif
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norm_life = n / total_lifetime
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p_velocity_vec = get_float2("p_velocity_vec")
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gravity_vec = get_float2("gravity_vec")
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p_position = get_float2("p_position")
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p_size = get_float("p_size")
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p_color = get_float("p_color")
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p_mass = get_float("p_mass")
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p_drag = get_float("p_drag")
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p_orientation = get_float("p_orientation")
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p_ang_velocity = get_float("p_ang_velocity")
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p_masking = get_float("p_masking")
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stop_simulation = get_int("stop_simulation")
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{{ ps.calculate_modifier_sample() }}
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{{ ps.apply_modifiers("mass", 0) }}
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{{ ps.apply_modifiers("drag", 1) }}
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{{ ps.apply_modifiers("color", 2) }}
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{{ ps.apply_modifiers("ang_velocity", 3) }}
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{{ ps.apply_modifiers("size", 4) }}
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{{ ps.apply_modifiers("orientation", 5, true) }}
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{{ ps.apply_modifiers("masking", 6) }}
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# calculate velocity coeffs
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#p_velocity_vec = rotate_vec2(p_velocity_vec, p_ang_velocity * 0.001, float2(0.0, 0.0))
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p_velocity_norm = normalize_vec2(p_velocity_vec)
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p_direction = atan2(p_velocity_vec) / _2pi()
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p_v = length_vec2(p_velocity_vec)
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# update position (excluding first frame)
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p_position = p_position + p_velocity_vec if n > 0.0 else p_position
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# calculate forces
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force = samplecol(p_position, 8, 1)
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force = force.xy @ 2.0 - float2(1.0, 1.0) if use_force_map else float2(0.0, 0.0)
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force = float2(0.0, 0.0) if length_vec2(force) < 0.00001 else force
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# drag force
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drag_force = p_velocity_norm @ (-1.0 * p_v * p_v * p_drag)
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force = force + drag_force
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gravity_from_map = samplecol(p_position, 25, 1)
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gravity_from_map = gravity_from_map.xy @ 2.0 - float2(1.0, 1.0) if use_gravity_map else float2(0.0, 0.0)
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total_gravity = gravity_from_map @ gravity_scalar if use_gravity_map else gravity_vec
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# apply forces
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p_velocity_vec = p_velocity_vec + force @ ( 1.0 / p_mass) + total_gravity
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# clamp velocity
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max_velocity = max_velocity * 0.001
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p_velocity_norm = normalize_vec2(p_velocity_vec)
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p_v = length_vec2(p_velocity_vec)
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p_v = p_v if p_v < max_velocity else max_velocity
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p_velocity_vec = p_velocity_vec + p_velocity_norm @ p_v - p_velocity_vec if clamp_velocity else p_velocity_vec
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p_velocity_vec = rotate_vec2(p_velocity_vec, p_ang_velocity * 0.001, float2(0.0, 0.0))
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p_size_out = vector2(p_size, p_size)
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stop_mask = samplelum(p_position, 24, 0)
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stop_simulation = stop_simulation + 1 if stop_mask > stop_threshold and stop_sim_at_black else stop_simulation
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simulation_halted = stop_simulation > 1
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simulation_halted = True if stop_simulation > 0 and ni == 0 else simulation_halted
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masked = uniform_ab(0.0, 1.0) > p_masking
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masked = False if output_mode == 1 else masked
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p_color = 0.0 if masked else p_color
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p_color = 0.0 if output_mode == 0 and ni > step_limit else p_color
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p_color = 0.0 if ni % trail_quantize > 0 and not output_mode == 1 else p_color
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color_before_trim = p_color
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last_integration = (ni == itotal_lifetime)
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last_step = ((ni + 1) > step_limit and ni <= step_limit) or (itotal_lifetime <= step_limit and last_integration )
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simulation_first_stop = stop_simulation == 1 and ni <= step_limit
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last_step = simulation_first_stop or (last_step and stop_simulation < 1)
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:: if not pcloud_write
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p_color = 0.0 if simulation_halted else p_color
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p_color = 0.0 if output_mode == 1 and not last_step else p_color
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:: endif
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p_orientation_out = p_orientation + p_direction if velocity_orient else p_orientation
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# write simulation to pcloud
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:: if pcloud_write
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cloud_img_size = get_int2("cloud_img_size")
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fsize = get_float2("fsize")
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out_fragment_size = get_float2("out_fragment_size")
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p_orientation_out = 0.0
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# current frame
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cloud_masked = uniform_ab(0.0, 1.0) < pc_mask
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cloud_mask_sample = modifier_sample if point_cloud_type == 1 else modifier_sample_global
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cloud_mask = samplelum(cloud_mask_sample, 25, 0)
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cloud_masked = cloud_masked or uniform_ab(0.0, 1.0) >= cloud_mask
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write_to_cloud = True
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write_to_cloud = write_to_cloud and not cloud_masked
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pcloud_quant = True if last_step else ni % pcloud_quantize == 0
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write_to_cloud = write_to_cloud and pcloud_quant
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write_to_cloud = write_to_cloud and not simulation_halted
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# check capacity
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write_to_cloud = write_to_cloud and cloud_index <= (cloud_img_size.a * cloud_img_size.b / 2 - 1)
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alpha = 1.0 if write_to_cloud else 0.0
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pos_color = merge_float4(p_position.x, p_position.y, p_direction + 0.5, alpha)
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p_flag = 1.0 if last_step else 0.0
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p_flag = 2.0 if last_step and stop_simulation > 0 else p_flag
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p_attribs = merge_float4(p_size, color_before_trim, p_flag, alpha)
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output_row = tofloat((cloud_index * 2) / cloud_img_size.a)
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output_column = tofloat((cloud_index * 2) % cloud_img_size.a)
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fcloud_index = tofloat(cloud_index)
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write_index = (particle_index == get_int("total_particles"))
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p_size_out = out_fragment_size
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p_position_out = out_fragment_size / float2(2.0, 2.0) + vector2(output_column, output_row) / (fsize - float2(1.0, 1.0)) * (float2(1.0, 1.0) - out_fragment_size)
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#pos_color = merge_float4(0.5, 0.5, 0.0, alpha)
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p_color_out = merge_float4(fcloud_index, fsize.x, fsize.y, 1.0) if write_index else pos_color
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p_position_out = float2(1.0, 1.0) - out_fragment_size / float2(2.0, 2.0) if write_index else p_position_out
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cloud_index = cloud_index + 1 if write_to_cloud else cloud_index
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export(p_attribs)
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export(p_color_out)
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export(cloud_index)
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_OUT_ = 1 if write_index else 2
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:: else
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p_position_out = p_position
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p_color_out = merge_float4(p_color, p_color, p_color, p_color)
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export(p_color_out)
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_OUT_ = 0 if simulation_halted else 1
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:: endif
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stop_simulation = stop_simulation + 1 if stop_mask > stop_threshold and stop_sim_at_black else stop_simulation
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export(stop_simulation)
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export(p_size_out)
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export(p_orientation_out)
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export(p_position)
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export(p_position_out)
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export(p_velocity_vec) |