godot/main/tests/test_particles.cpp

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/*************************************************************************/
/* test_particles.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_particles.h"
#include "math_funcs.h"
#include "os/main_loop.h"
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#include "print_string.h"
#include "servers/visual_server.h"
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namespace TestParticles {
class TestMainLoop : public MainLoop {
RID particles;
RID instance;
RID camera;
RID viewport;
RID light;
RID scenario;
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struct InstanceInfo {
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RID instance;
Transform base;
Vector3 rot_axis;
};
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List<InstanceInfo> instances;
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float ofs;
bool quit;
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public:
virtual void input_event(const InputEvent &p_event) {
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}
virtual void request_quit() {
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quit = true;
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}
virtual void init() {
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VisualServer *vs = VisualServer::get_singleton();
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particles = vs->particles_create();
vs->particles_set_amount(particles, 1000);
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instance = vs->instance_create2(particles, scenario);
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camera = vs->camera_create();
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// vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
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viewport = vs->viewport_create();
vs->viewport_attach_camera(viewport, camera);
vs->camera_set_transform(camera, Transform(Matrix3(), Vector3(0, 0, 20)));
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/*
RID lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_RADIUS, 80 );
vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ATTENUATION, 1 );
vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ENERGY, 1.5 );
light = vs->instance_create2( lightaux );
*/
RID lightaux = vs->light_create(VisualServer::LIGHT_DIRECTIONAL);
// vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
light = vs->instance_create2(lightaux, scenario);
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ofs = 0;
quit = false;
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}
virtual bool idle(float p_time) {
return false;
}
virtual bool iteration(float p_time) {
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// VisualServer *vs=VisualServer::get_singleton();
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ofs += p_time;
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return quit;
}
virtual void finish() {
}
};
MainLoop *test() {
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return memnew(TestMainLoop);
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}
}