godot/scene/3d/particles.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

166 lines
5.3 KiB
C++

/*************************************************************************/
/* particles.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 VISUALINSTANCEPARTICLES_H
#define VISUALINSTANCEPARTICLES_H
#include "scene/3d/visual_instance.h"
#include "scene/resources/material.h"
#include "scene/main/timer.h"
#include "rid.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Particles : public GeometryInstance {
public:
enum Variable {
VAR_LIFETIME=VS::PARTICLE_LIFETIME,
VAR_SPREAD=VS::PARTICLE_SPREAD,
VAR_GRAVITY=VS::PARTICLE_GRAVITY,
VAR_LINEAR_VELOCITY=VS::PARTICLE_LINEAR_VELOCITY,
VAR_ANGULAR_VELOCITY=VS::PARTICLE_ANGULAR_VELOCITY,
VAR_LINEAR_ACCELERATION=VS::PARTICLE_LINEAR_ACCELERATION,
VAR_DRAG=VS::PARTICLE_RADIAL_ACCELERATION,
VAR_TANGENTIAL_ACCELERATION=VS::PARTICLE_TANGENTIAL_ACCELERATION,
VAR_DAMPING=VS::PARTICLE_DAMPING,
VAR_INITIAL_SIZE=VS::PARTICLE_INITIAL_SIZE,
VAR_FINAL_SIZE=VS::PARTICLE_FINAL_SIZE,
VAR_INITIAL_ANGLE=VS::PARTICLE_INITIAL_ANGLE,
VAR_HEIGHT=VS::PARTICLE_HEIGHT,
VAR_HEIGHT_SPEED_SCALE=VS::PARTICLE_HEIGHT_SPEED_SCALE,
VAR_MAX=VS::PARTICLE_VAR_MAX
};
private:
OBJ_TYPE( Particles, GeometryInstance );
RID particles;
int amount;
bool emitting;
float emit_timeout;
AABB visibility_aabb;
Vector3 gravity_normal;
Vector3 emission_half_extents;
bool using_points;
float var[VAR_MAX];
float var_random[VAR_MAX];
bool height_from_velocity;
Vector3 emission_base_velocity;
bool local_coordinates;
struct ColorPhase {
Color color;
float pos;
};
virtual bool _can_gizmo_scale() const;
virtual RES _get_gizmo_geometry() const;
int color_phase_count;
ColorPhase color_phase[4];
Ref<Material> material;
Timer* timer;
void setup_timer();
protected:
static void _bind_methods();
public:
AABB get_aabb() const;
DVector<Face3> get_faces(uint32_t p_usage_flags) const;
void set_amount(int p_amount);
int get_amount() const;
void set_emitting(bool p_emitting);
bool is_emitting() const;
void set_visibility_aabb(const AABB& p_aabb);
AABB get_visibility_aabb() const;
void set_emission_half_extents(const Vector3& p_half_extents);
Vector3 get_emission_half_extents() const;
void set_emission_base_velocity(const Vector3& p_base_velocity);
Vector3 get_emission_base_velocity() const;
void set_emission_points(const DVector<Vector3>& p_points);
DVector<Vector3> get_emission_points() const;
void set_gravity_normal(const Vector3& p_normal);
Vector3 get_gravity_normal() const;
void set_variable(Variable p_variable,float p_value);
float get_variable(Variable p_variable) const;
void set_randomness(Variable p_variable,float p_randomness);
float get_randomness(Variable p_variable) const;
void set_color_phases(int p_phases);
int get_color_phases() const;
void set_color_phase_pos(int p_phase, float p_pos);
float get_color_phase_pos(int p_phase) const;
void set_color_phase_color(int p_phase, const Color& p_color);
Color get_color_phase_color(int p_phase) const;
void set_height_from_velocity(bool p_enable);
bool has_height_from_velocity() const;
void set_material(const Ref<Material>& p_material);
Ref<Material> get_material() const;
void set_emit_timeout(float p_timeout);
float get_emit_timeout() const;
void set_use_local_coordinates(bool p_use);
bool is_using_local_coordinates() const;
void start_emitting(float p_time);
Particles();
~Particles();
};
VARIANT_ENUM_CAST( Particles::Variable );
#endif