/*************************************************************************/ /* test_particles.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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" #include "print_string.h" #include "servers/visual_server.h" namespace TestParticles { class TestMainLoop : public MainLoop { RID particles; RID instance; RID camera; RID viewport; RID light; RID scenario; struct InstanceInfo { RID instance; Transform base; Vector3 rot_axis; }; List instances; float ofs; bool quit; public: virtual void input_event(const InputEvent &p_event) { } virtual void request_quit() { quit = true; } virtual void init() { VisualServer *vs = VisualServer::get_singleton(); particles = vs->particles_create(); vs->particles_set_amount(particles, 1000); instance = vs->instance_create2(particles, scenario); camera = vs->camera_create(); // vs->camera_set_perspective( camera, 60.0,0.1, 100.0 ); viewport = vs->viewport_create(); vs->viewport_attach_camera(viewport, camera); vs->camera_set_transform(camera, Transform(Matrix3(), Vector3(0, 0, 20))); /* 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); ofs = 0; quit = false; } virtual bool idle(float p_time) { return false; } virtual bool iteration(float p_time) { // VisualServer *vs=VisualServer::get_singleton(); ofs += p_time; return quit; } virtual void finish() { } }; MainLoop *test() { return memnew(TestMainLoop); } }