/*************************************************************************/ /* particles_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_FRAME_H #define PARTICLES_FRAME_H #include "scene/2d/node_2d.h" #include "scene/resources/texture.h" #include "scene/resources/color_ramp.h" class Particles2D; class ParticleAttractor2D : public Node2D { GDCLASS(ParticleAttractor2D,Node2D); friend class Particles2D; bool enabled; float radius; float disable_radius; float gravity; float absorption; NodePath path; Particles2D *owner; void _update_owner(); void _owner_exited(); void _set_owner(Particles2D* p_owner); void _notification(int p_what); static void _bind_methods(); public: void set_enabled(bool p_enabled); bool is_enabled() const; void set_radius(float p_radius); float get_radius() const; void set_disable_radius(float p_disable_radius); float get_disable_radius() const; void set_gravity(float p_gravity); float get_gravity() const; void set_absorption(float p_absorption); float get_absorption() const; void set_particles_path(NodePath p_path); NodePath get_particles_path() const; virtual String get_configuration_warning() const; ParticleAttractor2D(); }; class Particles2D : public Node2D { GDCLASS(Particles2D, Node2D); public: enum Parameter { PARAM_DIRECTION, PARAM_SPREAD, PARAM_LINEAR_VELOCITY, PARAM_SPIN_VELOCITY, PARAM_ORBIT_VELOCITY, PARAM_GRAVITY_DIRECTION, PARAM_GRAVITY_STRENGTH, PARAM_RADIAL_ACCEL, PARAM_TANGENTIAL_ACCEL, PARAM_DAMPING, PARAM_INITIAL_ANGLE, PARAM_INITIAL_SIZE, PARAM_FINAL_SIZE, PARAM_HUE_VARIATION, PARAM_ANIM_SPEED_SCALE, PARAM_ANIM_INITIAL_POS, PARAM_MAX }; enum { MAX_COLOR_PHASES=4 }; private: float param[PARAM_MAX]; float randomness[PARAM_MAX]; struct Particle { bool active; Point2 pos; Vector2 velocity; float rot; float frame; uint32_t seed; Particle() { active=false; seed=123465789; rot=0; frame=0;} }; Vector particles; struct AttractorCache { Vector2 pos; ParticleAttractor2D *attractor; }; Vector attractor_cache; float explosiveness; float preprocess; float lifetime; bool emitting; bool local_space; float emit_timeout; float time_to_live; float time_scale; bool flip_h; bool flip_v; int h_frames; int v_frames; Point2 emissor_offset; Vector2 initial_velocity; Vector2 extents; PoolVector emission_points; float time; int active_count; Ref texture; //If no color ramp is set then default color is used. Created as simple alternative to color_ramp. Color default_color; Ref color_ramp; void testee(int a, int b, int c, int d, int e); void _process_particles(float p_delta); friend class ParticleAttractor2D; Set attractors; protected: void _notification(int p_what); static void _bind_methods(); public: void set_emitting(bool p_emitting); bool is_emitting() const; void set_amount(int p_amount); int get_amount() const; void set_lifetime(float p_lifetime); float get_lifetime() const; void set_time_scale(float p_time_scale); float get_time_scale() const; void set_pre_process_time(float p_pre_process_time); float get_pre_process_time() const; void set_emit_timeout(float p_timeout); float get_emit_timeout() const; void set_emission_half_extents(const Vector2& p_extents); Vector2 get_emission_half_extents() const; void set_param(Parameter p_param, float p_value); float get_param(Parameter p_param) const; void set_randomness(Parameter p_randomness, float p_value); float get_randomness(Parameter p_randomness) const; void set_explosiveness(float p_value); float get_explosiveness() const; void set_flip_h(bool p_flip); bool is_flipped_h() const; void set_flip_v(bool p_flip); bool is_flipped_v() const; void set_h_frames(int p_frames); int get_h_frames() const; void set_v_frames(int p_frames); int get_v_frames() const; void set_color_phases(int p_phases); int get_color_phases() const; void set_color_phase_color(int p_phase,const Color& p_color); Color get_color_phase_color(int p_phase) const; void set_color_phase_pos(int p_phase,float p_pos); float get_color_phase_pos(int p_phase) const; void set_texture(const Ref& p_texture); Ref get_texture() const; void set_color(const Color& p_color); Color get_color() const; void set_color_ramp(const Ref& p_texture); Ref get_color_ramp() const; void set_emissor_offset(const Point2& p_offset); Point2 get_emissor_offset() const; void set_use_local_space(bool p_use); bool is_using_local_space() const; void set_initial_velocity(const Vector2& p_velocity); Vector2 get_initial_velocity() const; void set_emission_points(const PoolVector& p_points); PoolVector get_emission_points() const; void pre_process(float p_delta); void reset(); Particles2D(); }; VARIANT_ENUM_CAST( Particles2D::Parameter ); #endif // PARTICLES_FRAME_H