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effectcraft/crates/effects/src/sim/particle_fx.rs
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use super::engine::{PState, PW_EFFECT_CAMERA, Phys, accelerated, norm3, particle_look, sim_key, simulate, type_sprite};
use super::sprites::{Acc, Post, Sprite, SpritePlan, raster, splat};
use super::{Buf, EffectCtx, Image, IntoParallelRefIterator, ParallelIterator, SimCache, Value, params_key, unpremul};
// ------------------------------------------------------------------ CC Particle World
pub(super) static PW_CACHE: SimCache<PState> = SimCache::new(6);
/// CC Particle World's physics.
pub(super) fn pw_phys(ctx: &EffectCtx) -> Phys {
let pr = ctx.params;
Phys {
rate: pr.f("birthRate").max(0.0) * 120.0,
life: pr.f("longevity").max(0.0) as f32,
producer: [pr.f("producer/producerX") as f32, pr.f("producer/producerY") as f32, pr.f("producer/producerZ") as f32],
radius: [pr.f("producer/radiusX").max(0.0) as f32, pr.f("producer/radiusY").max(0.0) as f32, pr.f("producer/radiusZ").max(0.0) as f32],
anim: pr.e("physics/animation"),
speed: pr.f("physics/velocity") as f32 * 0.5,
gravity: {
let g = pr.f("physics/gravity") as f32;
let gv =
[pr.f("physics/gravityVector/gravityX") as f32, pr.f("physics/gravityVector/gravityY") as f32, pr.f("physics/gravityVector/gravityZ") as f32];
[gv[0] * g, gv[1] * g, gv[2] * g]
},
resistance: pr.f("physics/resistance").max(0.0) as f32,
axis: [pr.f("physics/directionAxis/axisX") as f32, pr.f("physics/directionAxis/axisY") as f32, pr.f("physics/directionAxis/axisZ") as f32],
extra: pr.f("physics/extra") as f32,
extra_angle: pr.f("physics/extraAngle") as f32,
seed: (pr.f("extras/randomSeed") as u32).wrapping_mul(0x9e3779b9) ^ ctx.seed,
max: 40_000,
flat: false,
}
}
pub(super) fn particle_world(ctx: &EffectCtx, b: Buf) -> Buf {
// #1195: with the comp's motion-blur shutter open, particles draw as motion trails: the
// sprite fields of samples across the shutter are averaged, as Transform averages its
// matrix samples. (The GPU compositor runs this case on the CPU: catalog::gpu_supported.)
if let Some((angle, phase, n)) = ctx.env.shutter.filter(|(a, _, _)| *a > 0.0) {
let n = (n.clamp(2, 64) as usize).max(2);
let fd = 1.0 / ctx.fps().max(0.001);
let mut acc = Image::new(b.img.width, b.img.height);
let mut post: Option<Post> = None;
for k in 0..n {
let t = ctx.time + (phase + angle * k as f64 / (n - 1) as f64) / 360.0 * fd;
let sub = EffectCtx { params: ctx.params, time: t, layer_size: ctx.layer_size, seed: ctx.seed, adjustment: ctx.adjustment, env: ctx.env };
if let Some(plan) = particle_world_plan(&sub, &b) {
let fx = splat(b.img.width, b.img.height, &plan.sprites, plan.acc);
acc.data.iter_mut().zip(&fx.data).for_each(|(a, o)| (0..4).for_each(|c| a[c] += o[c]));
post.get_or_insert(plan.post);
}
}
acc.data.iter_mut().for_each(|p| p.iter_mut().for_each(|v| *v /= n as f32));
return match post {
Some(p) => p.apply(b, acc),
None => b,
};
}
match particle_world_plan(ctx, &b) {
Some(plan) => plan.finish(b),
None => b,
}
}
/// Effect Camera ▸ FOV's default (degrees).
pub(super) const PW_FOV: f64 = 50.0;
/// What CC Particle World sees its particles through.
enum PwCamera {
/// Extras ▸ Effect Camera, in world units (layer widths): `dist` from the world origin (the
/// layer centre) along −z, the world turned by `rot` (`None` = not turned) about the origin,
/// `focal` the scale at unit depth; particles nearer than `near` aren't drawn.
Effect { rot: Option<[[f32; 3]; 3]>, dist: f32, focal: f32, near: f32 },
/// The comp's active camera layer, on buffer-world points (After Effects then ignores the
/// Effect Camera).
Comp(crate::card3d::Proj),
}
/// A particle as the camera sees it: depth (larger is farther), buffer pixel, size scale `k`
/// (buffer pixels per world unit = `k · layer width · buffer scale`) and velocity in world units
/// on screen (× the same factor for buffer pixels).
struct PwSeen {
depth: f32,
x: f32,
y: f32,
k: f32,
v: [f32; 2],
}
impl PwCamera {
fn new(ctx: &EffectCtx, b: &Buf) -> PwCamera {
let [lw, lh] = ctx.layer_size;
if let Some(cam) = ctx.env.host.and_then(|h| h.comp_scene()).filter(|sc| sc.camera_layer).and_then(|sc| sc.camera) {
let c = [b.offset[0] + lw * 0.5 * b.scale, b.offset[1] + lh * 0.5 * b.scale];
return PwCamera::Comp(crate::card3d::comp_proj(&cam, c, b));
}
let f = |id: &str, d: f64| ctx.params.get(&format!("{PW_EFFECT_CAMERA}{id}")).map(Value::as_f64).filter(|v| v.is_finite()).unwrap_or(d);
// The camera keeps the origin's plane at the scale Distance gives it as FOV changes
// (moving in for a wider view), so FOV sets how strong the perspective is. Distance 2
// shows the origin's plane at the layer's own scale.
let half = |fov: f64| (fov.clamp(1.0, 179.0).to_radians() * 0.5).tan();
let zoom = half(PW_FOV) / half(f("fov", PW_FOV));
let dist = f("distance", 2.0).max(0.01) * zoom;
let a = [f("rotationX", 0.0), f("rotationY", 0.0), f("rotationZ", 0.0)];
let rot = (a != [0.0; 3]).then(|| {
let r = crate::card3d::rot_ordered(a[0].to_radians(), a[1].to_radians(), a[2].to_radians(), 0);
r.map(|row| row.map(|v| v as f32))
});
PwCamera::Effect { rot, dist: dist as f32, focal: (2.0 * zoom) as f32, near: (0.025 * dist) as f32 }
}
/// How the camera sees world point `p` moving at `v`; `None` behind or too close to it.
fn see(&self, p: [f32; 3], v: [f32; 3], lw: f32, lh: f32, b: &Buf) -> Option<PwSeen> {
match self {
PwCamera::Effect { rot, dist, focal, near } => {
let turn = |r: &[[f32; 3]; 3], q: [f32; 3]| r.map(|row| row[0] * q[0] + row[1] * q[1] + row[2] * q[2]);
let (p, v) = match rot {
Some(r) => (turn(r, p), turn(r, v)),
None => (p, v),
};
let zc = dist + p[2];
if zc.is_nan() || zc <= *near {
return None;
}
let k = focal / zc;
let (x, y) = b.to_px([(lw * 0.5 + p[0] * lw * k) as f64, (lh * 0.5 + p[1] * lw * k) as f64]);
Some(PwSeen { depth: zc, x: x as f32, y: y as f32, k, v: [v[0], v[1]] })
}
PwCamera::Comp(proj) => {
let (s, lw, lh) = (b.scale, lw as f64, lh as f64);
let u = lw * s;
let at = [b.offset[0] + lw * 0.5 * s + p[0] as f64 * u, b.offset[1] + lh * 0.5 * s + p[1] as f64 * u, p[2] as f64 * u];
let seen = proj.view(at, [v[0] as f64, v[1] as f64, v[2] as f64])?;
let k = seen.scale;
Some(PwSeen {
depth: seen.depth as f32,
x: seen.at[0] as f32,
y: seen.at[1] as f32,
k: k as f32,
v: [(seen.vel[0] / k) as f32, (seen.vel[1] / k) as f32],
})
}
}
}
}
/// CC Particle World's sprites (far to near), `None` before anything is born.
pub(super) fn particle_world_plan(ctx: &EffectCtx, b: &Buf) -> Option<SpritePlan> {
let pr = ctx.params;
let (lw, lh) = (ctx.layer_size[0] as f32, ctx.layer_size[1] as f32);
let phys = pw_phys(ctx);
if phys.rate <= 0.0 && ctx.time <= 0.0 {
return None;
}
let key = sim_key(ctx, 1);
let st = accelerated(ctx, key, &phys).unwrap_or_else(|| simulate(&PW_CACHE, key, ctx.time, &phys));
let kind = pr.e("particle/particleType");
let birth = pr.color("particle/birthColor");
let death = pr.color("particle/deathColor");
let (bs, ds) = (pr.f("particle/birthSize") as f32, pr.f("particle/deathSize") as f32);
let svar = pr.f("particle/sizeVariation") as f32 / 100.0;
let max_op = pr.f("particle/maxOpacity") as f32 / 100.0;
let s = b.scale as f32;
let cam = PwCamera::new(ctx, b);
let mut list: Vec<(f32, Sprite)> = st
.parts
.par_iter()
.filter_map(|q| {
let PwSeen { depth, x, y, k, v } = cam.see(q.p, q.v, lw, lh, b)?;
let (c, size) = particle_look(q, birth, death, bs, ds, svar, max_op);
let r = size * 0.5 * lw * k * s * 0.25;
let sp = type_sprite(kind, x, y, r, c, [v[0] * lw * k * s, v[1] * lw * k * s], (q.id % 628) as f32 * 0.01 + q.age * 2.0);
Some((depth, sp))
})
.collect();
list.sort_by(|a, b| b.0.total_cmp(&a.0));
let sprites: Vec<Sprite> = list.into_iter().map(|(_, s)| s).collect();
Some(particle_sprites(sprites, pr.e("particle/transferMode")))
}
/// The CC particle systems' sprites with their Transfer Mode (Composite, Screen, Add, Black
/// Background).
fn particle_sprites(sprites: Vec<Sprite>, mode: u32) -> SpritePlan {
// The particles replace the layer (After Effects shows no trace of the source in any
// Transfer Mode, which sets how the particles meet each other).
SpritePlan { sprites, tints: vec![], acc: if mode == 2 { Acc::Add } else { Acc::Over }, post: Post::Replace }
}
// ------------------------------------------------------------------ CC Particle Systems II
pub(super) static PS2_CACHE: SimCache<PState> = SimCache::new(6);
/// CC Particle Systems II's physics.
pub(super) fn ps2_phys(ctx: &EffectCtx) -> Phys {
let pr = ctx.params;
let lh = ctx.layer_size[1] as f32;
let unit = lh.max(1.0);
let pos = pr.v2("producer/position");
let dir = (pr.f("physics/direction") as f32).to_radians();
Phys {
rate: pr.f("birthRate").max(0.0) * 60.0,
life: pr.f("longevity").max(0.0) as f32,
producer: [pos[0] as f32 / unit, pos[1] as f32 / unit, 0.0],
radius: [pr.f("producer/radiusX").max(0.0) as f32 / unit, pr.f("producer/radiusY").max(0.0) as f32 / unit, 0.0],
anim: [0u32, 1, 2, 3, 4, 5, 6, 7, 8, 9][pr.e("physics/animation").min(9) as usize],
speed: pr.f("physics/velocity") as f32 * 0.25,
gravity: [0.0, pr.f("physics/gravity") as f32 * 0.5, 0.0],
resistance: pr.f("physics/resistance").max(0.0) as f32,
// AE angles: 0° = up, clockwise.
axis: [dir.sin(), -dir.cos(), 0.0],
extra: pr.f("physics/extra") as f32,
extra_angle: 45.0 * pr.f("physics/extra") as f32,
seed: (pr.f("randomSeed") as u32).wrapping_mul(0x85ebca6b) ^ ctx.seed,
max: 40_000,
flat: true,
}
}
pub(super) fn particle_systems2(ctx: &EffectCtx, b: Buf) -> Buf {
particle_systems2_plan(ctx, &b).finish(b)
}
/// CC Particle Systems II's sprites.
pub(super) fn particle_systems2_plan(ctx: &EffectCtx, b: &Buf) -> SpritePlan {
let pr = ctx.params;
let lh = ctx.layer_size[1] as f32;
let unit = lh.max(1.0);
let phys = ps2_phys(ctx);
let key = sim_key(ctx, 2);
let st = accelerated(ctx, key, &phys).unwrap_or_else(|| simulate(&PS2_CACHE, key, ctx.time, &phys));
let kind = pr.e("particle/particleType");
let birth = pr.color("particle/birthColor");
let death = pr.color("particle/deathColor");
let (bs, ds) = (pr.f("particle/birthSize") as f32, pr.f("particle/deathSize") as f32);
let svar = pr.f("particle/sizeVariation") as f32 / 100.0;
let max_op = pr.f("particle/maxOpacity") as f32 / 100.0;
let s = b.scale as f32;
let sprites: Vec<Sprite> = st
.parts
.iter()
.map(|q| {
let (bx, by) = b.to_px([(q.p[0] * unit) as f64, (q.p[1] * unit) as f64]);
let (c, size) = particle_look(q, birth, death, bs, ds, svar, max_op);
let r = size * unit * 0.02 * s;
type_sprite(kind, bx as f32, by as f32, r, c, [q.v[0] * unit * s, q.v[1] * unit * s], (q.id % 628) as f32 * 0.01 + q.age * 2.0)
})
.collect();
particle_sprites(sprites, pr.e("particle/transferMode"))
}
// ------------------------------------------------------------------ CC Mr. Mercury
static MERCURY_CACHE: SimCache<PState> = SimCache::new(6);
/// A CC Mr. Mercury blob (buffer px).
#[derive(Clone, Copy, Debug)]
pub struct Blob {
pub x: f32,
pub y: f32,
pub r: f32,
}
/// CC Mr. Mercury's blobs this frame, from its particle simulation (for buffer geometry `b`).
pub fn mercury_blobs(ctx: &EffectCtx, b: &Buf) -> Vec<Blob> {
let pr = ctx.params;
let lh = ctx.layer_size[1] as f32;
let unit = lh.max(1.0);
let pos = pr.v2("producer");
let dir = (pr.f("direction") as f32).to_radians();
let phys = Phys {
rate: pr.f("birthRate").max(0.0) * 10.0,
life: pr.f("longevity").max(0.0) as f32,
producer: [pos[0] as f32 / unit, pos[1] as f32 / unit, 0.0],
radius: [pr.f("radiusX").max(0.0) as f32 / unit, pr.f("radiusY").max(0.0) as f32 / unit, 0.0],
anim: [0u32, 1, 2, 3, 4, 5, 6, 7, 8, 9][pr.e("animation").min(9) as usize],
speed: pr.f("velocity") as f32 * 0.3,
gravity: [0.0, pr.f("gravity") as f32 * 0.5, 0.0],
resistance: pr.f("resistance").max(0.0) as f32,
axis: [dir.sin(), -dir.cos(), 0.0],
extra: pr.f("extra") as f32,
extra_angle: 45.0 * pr.f("extra") as f32,
seed: ctx.seed.wrapping_mul(0xc2b2ae35),
max: 4_000,
flat: true,
};
let st = simulate(&MERCURY_CACHE, params_key(ctx, &Buf { img: Image::new(0, 0), offset: [0.0; 2], scale: 1.0 }, 3), ctx.time, &phys);
let (bs, ds) = (pr.f("blobBirthSize") as f32, pr.f("blobDeathSize") as f32);
let s = b.scale as f32;
st.parts
.iter()
.map(|q| {
let u = (q.age / q.life.max(1e-4)).clamp(0.0, 1.0);
let size = bs + (ds - bs) * u;
let (bx, by) = b.to_px([(q.p[0] * unit) as f64, (q.p[1] * unit) as f64]);
Blob { x: bx as f32, y: by as f32, r: (size * unit * 0.08 * s).max(0.0) }
})
.filter(|q| q.r > 0.1)
.collect()
}
pub(super) fn mr_mercury(ctx: &EffectCtx, mut b: Buf) -> Buf {
let pr = ctx.params;
let blobs = mercury_blobs(ctx, &b);
let influence = pr.f("blobInfluence") as f32 / 100.0;
let s = b.scale as f32;
let (w, hh) = (b.img.width, b.img.height);
// Field and gradient accumulate additively: [f, gx, gy, _].
let mut field = Image::new(w, hh);
let infl = 1.0 + influence;
raster(
&mut field,
&blobs,
|q| {
let e = q.r * 2.0 * infl;
Some([q.x - e, q.y - e, q.x + e, q.y + e])
},
|q, x, y| {
let (dx, dy) = (x - q.x, y - q.y);
let rr = q.r * 2.0 * infl;
let d2 = (dx * dx + dy * dy) / (rr * rr);
if d2 >= 1.0 {
return None;
}
let k = 1.0 - d2;
let f = k * k * k;
let g = -6.0 * k * k / (rr * rr);
Some([f, g * dx, g * dy, 0.0])
},
Acc::Add,
);
let thr = 0.35f32;
let ambient = pr.f("shading/ambient") as f32 / 100.0;
let diffuse = pr.f("shading/diffuse") as f32 / 100.0;
let specular = pr.f("shading/specular") as f32 / 100.0;
let rough = pr.f("shading/roughness").max(0.001) as f32;
let metal = pr.f("shading/metal") as f32 / 100.0;
let li = pr.f("light/lightIntensity") as f32 / 100.0;
let lc = pr.color("light/lightColor");
let ldir = (pr.f("light/lightDirection") as f32).to_radians();
let lheight = pr.f("light/lightHeight") as f32 / 100.0;
let l = norm3([ldir.sin(), -ldir.cos(), lheight.max(0.05)]);
let src = b.img.clone();
let mut out = Image::new(w, hh);
out.rows_mut().for_each(|(y, row)| {
for (x, px) in row.iter_mut().enumerate() {
let fv = field.data[y * w as usize + x];
let f = fv[0];
if f <= thr * 0.8 {
continue;
}
let cov = ((f - thr * 0.8) / (thr * 0.4)).clamp(0.0, 1.0);
let n = norm3([fv[1] * 3.0, fv[2] * 3.0, 1.0 / (1.0 + f)]);
// Refract the layer through the blob.
let sp = src.sample_bilinear_clamped(x as f64 + 0.5 - n[0] as f64 * 12.0 * s as f64, y as f64 + 0.5 - n[1] as f64 * 12.0 * s as f64);
let (c, sa) = unpremul(sp);
let base = if sa > 0.0 { c } else { [0.7, 0.7, 0.75] };
let nl = (n[0] * l[0] + n[1] * l[1] + n[2] * l[2]).max(0.0);
let hv = norm3([l[0], l[1], l[2] + 1.0]);
let spec = (n[0] * hv[0] + n[1] * hv[1] + n[2] * hv[2]).max(0.0).powf(1.0 / rough) * specular * li;
let shade = ambient + diffuse * nl * li;
let cc: [f32; 3] = std::array::from_fn(|k| base[k] * shade + spec * (lc[k] * (1.0 - metal) + base[k] * metal));
*px = [cc[0] * cov, cc[1] * cov, cc[2] * cov, cov];
}
});
b.img = out;
b
}