160 lines
5.4 KiB
C++
160 lines
5.4 KiB
C++
/*************************************************************************/
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/* particles.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUALINSTANCEPARTICLES_H
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#define VISUALINSTANCEPARTICLES_H
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#include "rid.h"
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#include "scene/3d/visual_instance.h"
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#include "scene/main/timer.h"
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#include "scene/resources/material.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Particles : public GeometryInstance {
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public:
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enum Variable {
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VAR_LIFETIME = VS::PARTICLE_LIFETIME,
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VAR_SPREAD = VS::PARTICLE_SPREAD,
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VAR_GRAVITY = VS::PARTICLE_GRAVITY,
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VAR_LINEAR_VELOCITY = VS::PARTICLE_LINEAR_VELOCITY,
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VAR_ANGULAR_VELOCITY = VS::PARTICLE_ANGULAR_VELOCITY,
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VAR_LINEAR_ACCELERATION = VS::PARTICLE_LINEAR_ACCELERATION,
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VAR_DRAG = VS::PARTICLE_RADIAL_ACCELERATION,
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VAR_TANGENTIAL_ACCELERATION = VS::PARTICLE_TANGENTIAL_ACCELERATION,
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VAR_DAMPING = VS::PARTICLE_DAMPING,
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VAR_INITIAL_SIZE = VS::PARTICLE_INITIAL_SIZE,
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VAR_FINAL_SIZE = VS::PARTICLE_FINAL_SIZE,
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VAR_INITIAL_ANGLE = VS::PARTICLE_INITIAL_ANGLE,
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VAR_HEIGHT = VS::PARTICLE_HEIGHT,
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VAR_HEIGHT_SPEED_SCALE = VS::PARTICLE_HEIGHT_SPEED_SCALE,
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VAR_MAX = VS::PARTICLE_VAR_MAX
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};
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private:
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OBJ_TYPE(Particles, GeometryInstance);
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RID particles;
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int amount;
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bool emitting;
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float emit_timeout;
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AABB visibility_aabb;
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Vector3 gravity_normal;
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Vector3 emission_half_extents;
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bool using_points;
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float var[VAR_MAX];
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float var_random[VAR_MAX];
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bool height_from_velocity;
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Vector3 emission_base_velocity;
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bool local_coordinates;
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struct ColorPhase {
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Color color;
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float pos;
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};
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virtual bool _can_gizmo_scale() const;
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virtual RES _get_gizmo_geometry() const;
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int color_phase_count;
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ColorPhase color_phase[4];
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Ref<Material> material;
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Timer *timer;
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void setup_timer();
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protected:
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static void _bind_methods();
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public:
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AABB get_aabb() const;
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DVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void set_amount(int p_amount);
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int get_amount() const;
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void set_emitting(bool p_emitting);
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bool is_emitting() const;
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void set_visibility_aabb(const AABB &p_aabb);
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AABB get_visibility_aabb() const;
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void set_emission_half_extents(const Vector3 &p_half_extents);
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Vector3 get_emission_half_extents() const;
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void set_emission_base_velocity(const Vector3 &p_base_velocity);
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Vector3 get_emission_base_velocity() const;
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void set_emission_points(const DVector<Vector3> &p_points);
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DVector<Vector3> get_emission_points() const;
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void set_gravity_normal(const Vector3 &p_normal);
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Vector3 get_gravity_normal() const;
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void set_variable(Variable p_variable, float p_value);
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float get_variable(Variable p_variable) const;
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void set_randomness(Variable p_variable, float p_randomness);
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float get_randomness(Variable p_variable) const;
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void set_color_phases(int p_phases);
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int get_color_phases() const;
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void set_color_phase_pos(int p_phase, float p_pos);
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float get_color_phase_pos(int p_phase) const;
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void set_color_phase_color(int p_phase, const Color &p_color);
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Color get_color_phase_color(int p_phase) const;
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void set_height_from_velocity(bool p_enable);
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bool has_height_from_velocity() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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void set_emit_timeout(float p_timeout);
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float get_emit_timeout() const;
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void set_use_local_coordinates(bool p_use);
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bool is_using_local_coordinates() const;
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void start_emitting(float p_time);
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Particles();
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~Particles();
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};
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VARIANT_ENUM_CAST(Particles::Variable);
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#endif
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