/*************************************************************************/ /* gpu_particles_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #ifndef PARTICLES_2D_H #define PARTICLES_2D_H #include "core/templates/rid.h" #include "scene/2d/node_2d.h" #include "scene/resources/texture.h" class GPUParticles2D : public Node2D { private: GDCLASS(GPUParticles2D, Node2D); public: enum DrawOrder { DRAW_ORDER_INDEX, DRAW_ORDER_LIFETIME, DRAW_ORDER_REVERSE_LIFETIME, }; private: RID particles; bool one_shot; int amount; double lifetime; double pre_process_time; float explosiveness_ratio; float randomness_ratio; double speed_scale; Rect2 visibility_rect; bool local_coords; int fixed_fps; bool fractional_delta; Ref process_material; DrawOrder draw_order; Ref texture; void _update_particle_emission_transform(); NodePath sub_emitter; float collision_base_size = 1.0; bool trail_enabled = false; float trail_length = 0.3; int trail_sections = 8; int trail_section_subdivisions = 4; RID mesh; protected: static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const override; void _notification(int p_what); void _update_collision_size(); public: void set_emitting(bool p_emitting); void set_amount(int p_amount); void set_lifetime(double p_lifetime); void set_one_shot(bool p_enable); void set_pre_process_time(double p_time); void set_explosiveness_ratio(float p_ratio); void set_randomness_ratio(float p_ratio); void set_visibility_rect(const Rect2 &p_visibility_rect); void set_use_local_coordinates(bool p_enable); void set_process_material(const Ref &p_material); void set_speed_scale(double p_scale); void set_collision_base_size(real_t p_ratio); void set_trail_enabled(bool p_enabled); void set_trail_length(double p_seconds); void set_trail_sections(int p_sections); void set_trail_section_subdivisions(int p_subdivisions); bool is_emitting() const; int get_amount() const; double get_lifetime() const; bool get_one_shot() const; double get_pre_process_time() const; real_t get_explosiveness_ratio() const; real_t get_randomness_ratio() const; Rect2 get_visibility_rect() const; bool get_use_local_coordinates() const; Ref get_process_material() const; double get_speed_scale() const; real_t get_collision_base_size() const; bool is_trail_enabled() const; real_t get_trail_length() const; int get_trail_sections() const; int get_trail_section_subdivisions() const; void set_fixed_fps(int p_count); int get_fixed_fps() const; void set_fractional_delta(bool p_enable); bool get_fractional_delta() const; void set_draw_order(DrawOrder p_order); DrawOrder get_draw_order() const; void set_texture(const Ref &p_texture); Ref get_texture() const; TypedArray get_configuration_warnings() const override; void restart(); Rect2 capture_rect() const; GPUParticles2D(); ~GPUParticles2D(); }; VARIANT_ENUM_CAST(GPUParticles2D::DrawOrder) #endif // PARTICLES_2D_H