c273ddc3ee
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
170 lines
5.8 KiB
C++
170 lines
5.8 KiB
C++
/*************************************************************************/
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/* gpu_particles_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 PARTICLES_2D_H
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#define PARTICLES_2D_H
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#include "scene/2d/node_2d.h"
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class GPUParticles2D : public Node2D {
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private:
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GDCLASS(GPUParticles2D, Node2D);
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public:
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enum DrawOrder {
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DRAW_ORDER_INDEX,
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DRAW_ORDER_LIFETIME,
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DRAW_ORDER_REVERSE_LIFETIME,
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};
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private:
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RID particles;
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bool one_shot = false;
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int amount = 0;
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double lifetime = 0.0;
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double pre_process_time = 0.0;
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real_t explosiveness_ratio = 0.0;
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real_t randomness_ratio = 0.0;
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double speed_scale = 0.0;
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Rect2 visibility_rect;
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bool local_coords = false;
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int fixed_fps = 0;
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bool fractional_delta = false;
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bool interpolate = true;
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#ifdef TOOLS_ENABLED
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bool show_visibility_rect = false;
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#endif
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Ref<Material> process_material;
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DrawOrder draw_order;
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Ref<Texture2D> texture;
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void _update_particle_emission_transform();
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NodePath sub_emitter;
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real_t collision_base_size = 1.0;
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bool trail_enabled = false;
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double trail_length = 0.3;
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int trail_sections = 8;
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int trail_section_subdivisions = 4;
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RID mesh;
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void _attach_sub_emitter();
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const override;
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void _notification(int p_what);
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void _update_collision_size();
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public:
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void set_emitting(bool p_emitting);
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void set_amount(int p_amount);
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void set_lifetime(double p_lifetime);
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void set_one_shot(bool p_enable);
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void set_pre_process_time(double p_time);
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void set_explosiveness_ratio(real_t p_ratio);
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void set_randomness_ratio(real_t p_ratio);
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void set_visibility_rect(const Rect2 &p_visibility_rect);
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void set_use_local_coordinates(bool p_enable);
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void set_process_material(const Ref<Material> &p_material);
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void set_speed_scale(double p_scale);
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void set_collision_base_size(real_t p_ratio);
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void set_trail_enabled(bool p_enabled);
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void set_trail_length(double p_seconds);
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void set_trail_sections(int p_sections);
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void set_trail_section_subdivisions(int p_subdivisions);
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#ifdef TOOLS_ENABLED
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void set_show_visibility_rect(bool p_show_visibility_rect);
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#endif
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bool is_emitting() const;
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int get_amount() const;
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double get_lifetime() const;
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bool get_one_shot() const;
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double get_pre_process_time() const;
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real_t get_explosiveness_ratio() const;
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real_t get_randomness_ratio() const;
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Rect2 get_visibility_rect() const;
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bool get_use_local_coordinates() const;
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Ref<Material> get_process_material() const;
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double get_speed_scale() const;
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real_t get_collision_base_size() const;
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bool is_trail_enabled() const;
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double get_trail_length() const;
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int get_trail_sections() const;
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int get_trail_section_subdivisions() const;
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void set_fixed_fps(int p_count);
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int get_fixed_fps() const;
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void set_fractional_delta(bool p_enable);
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bool get_fractional_delta() const;
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void set_interpolate(bool p_enable);
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bool get_interpolate() const;
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void set_draw_order(DrawOrder p_order);
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DrawOrder get_draw_order() const;
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void set_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture() const;
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TypedArray<String> get_configuration_warnings() const override;
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void set_sub_emitter(const NodePath &p_path);
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NodePath get_sub_emitter() const;
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enum EmitFlags {
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EMIT_FLAG_POSITION = RS::PARTICLES_EMIT_FLAG_POSITION,
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EMIT_FLAG_ROTATION_SCALE = RS::PARTICLES_EMIT_FLAG_ROTATION_SCALE,
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EMIT_FLAG_VELOCITY = RS::PARTICLES_EMIT_FLAG_VELOCITY,
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EMIT_FLAG_COLOR = RS::PARTICLES_EMIT_FLAG_COLOR,
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EMIT_FLAG_CUSTOM = RS::PARTICLES_EMIT_FLAG_CUSTOM
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};
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void emit_particle(const Transform2D &p_transform, const Vector2 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
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void restart();
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Rect2 capture_rect() const;
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GPUParticles2D();
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~GPUParticles2D();
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};
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VARIANT_ENUM_CAST(GPUParticles2D::DrawOrder)
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VARIANT_ENUM_CAST(GPUParticles2D::EmitFlags)
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#endif // PARTICLES_2D_H
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