252 lines
6.5 KiB
C++
252 lines
6.5 KiB
C++
/*************************************************************************/
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/* 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 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 PARTICLES_FRAME_H
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#define PARTICLES_FRAME_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/texture.h"
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class Particles2D;
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class ParticleAttractor2D : public Node2D {
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OBJ_TYPE(ParticleAttractor2D,Node2D);
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friend class Particles2D;
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bool enabled;
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float radius;
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float disable_radius;
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float gravity;
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float absorption;
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NodePath path;
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Particles2D *owner;
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void _update_owner();
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void _owner_exited();
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void _set_owner(Particles2D* p_owner);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_radius(float p_radius);
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float get_radius() const;
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void set_disable_radius(float p_disable_radius);
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float get_disable_radius() const;
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void set_gravity(float p_gravity);
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float get_gravity() const;
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void set_absorption(float p_absorption);
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float get_absorption() const;
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void set_particles_path(NodePath p_path);
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NodePath get_particles_path() const;
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ParticleAttractor2D();
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};
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class Particles2D : public Node2D {
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OBJ_TYPE(Particles2D, Node2D);
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public:
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enum Parameter {
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PARAM_DIRECTION,
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PARAM_SPREAD,
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PARAM_LINEAR_VELOCITY,
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PARAM_SPIN_VELOCITY,
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PARAM_ORBIT_VELOCITY,
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PARAM_GRAVITY_DIRECTION,
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PARAM_GRAVITY_STRENGTH,
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PARAM_RADIAL_ACCEL,
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PARAM_TANGENTIAL_ACCEL,
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PARAM_DAMPING,
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PARAM_INITIAL_ANGLE,
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PARAM_INITIAL_SIZE,
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PARAM_FINAL_SIZE,
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PARAM_HUE_VARIATION,
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PARAM_ANIM_SPEED_SCALE,
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PARAM_ANIM_INITIAL_POS,
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PARAM_MAX
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};
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enum {
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MAX_COLOR_PHASES=4
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};
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private:
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float param[PARAM_MAX];
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float randomness[PARAM_MAX];
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struct Particle {
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bool active;
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Point2 pos;
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Vector2 velocity;
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float rot;
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float frame;
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uint32_t seed;
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Particle() { active=false; seed=123465789; rot=0; frame=0;}
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};
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Vector<Particle> particles;
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int color_phase_count;
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struct ColorPhase {
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Color color;
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float pos;
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} color_phases[MAX_COLOR_PHASES];
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struct AttractorCache {
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Vector2 pos;
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ParticleAttractor2D *attractor;
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};
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Vector<AttractorCache> attractor_cache;
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float explosiveness;
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float preprocess;
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float lifetime;
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bool emitting;
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bool local_space;
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float emit_timeout;
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float time_to_live;
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float time_scale;
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bool flip_h;
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bool flip_v;
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int h_frames;
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int v_frames;
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Point2 emissor_offset;
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Vector2 initial_velocity;
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Vector2 extents;
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DVector<Vector2> emission_points;
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float time;
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int active_count;
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Ref<Texture> texture;
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void testee(int a, int b, int c, int d, int e);
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void _process_particles(float p_delta);
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friend class ParticleAttractor2D;
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Set<ParticleAttractor2D*> attractors;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_emitting(bool p_emitting);
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bool is_emitting() 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_lifetime(float p_lifetime);
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float get_lifetime() const;
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void set_time_scale(float p_time_scale);
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float get_time_scale() const;
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void set_pre_process_time(float p_pre_process_time);
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float get_pre_process_time() 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_emission_half_extents(const Vector2& p_extents);
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Vector2 get_emission_half_extents() const;
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void set_param(Parameter p_param, float p_value);
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float get_param(Parameter p_param) const;
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void set_randomness(Parameter p_randomness, float p_value);
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float get_randomness(Parameter p_randomness) const;
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void set_explosiveness(float p_value);
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float get_explosiveness() const;
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void set_flip_h(bool p_flip);
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bool is_flipped_h() const;
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void set_flip_v(bool p_flip);
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bool is_flipped_v() const;
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void set_h_frames(int p_frames);
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int get_h_frames() const;
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void set_v_frames(int p_frames);
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int get_v_frames() 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_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_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_texture(const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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void set_emissor_offset(const Point2& p_offset);
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Point2 get_emissor_offset() const;
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void set_use_local_space(bool p_use);
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bool is_using_local_space() const;
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void set_initial_velocity(const Vector2& p_velocity);
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Vector2 get_initial_velocity() const;
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void set_emission_points(const DVector<Vector2>& p_points);
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DVector<Vector2> get_emission_points() const;
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void pre_process(float p_delta);
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Particles2D();
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};
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VARIANT_ENUM_CAST( Particles2D::Parameter );
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#endif // PARTICLES_FRAME_H
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