d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
165 lines
5.3 KiB
C++
165 lines
5.3 KiB
C++
/*************************************************************************/
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/* particles.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) 2007-2017 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 VISUALINSTANCEPARTICLES_H
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#define VISUALINSTANCEPARTICLES_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/material.h"
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#include "scene/main/timer.h"
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#include "rid.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Particles : public GeometryInstance {
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public:
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enum Variable {
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VAR_LIFETIME=VS::PARTICLE_LIFETIME,
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VAR_SPREAD=VS::PARTICLE_SPREAD,
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VAR_GRAVITY=VS::PARTICLE_GRAVITY,
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VAR_LINEAR_VELOCITY=VS::PARTICLE_LINEAR_VELOCITY,
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VAR_ANGULAR_VELOCITY=VS::PARTICLE_ANGULAR_VELOCITY,
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VAR_LINEAR_ACCELERATION=VS::PARTICLE_LINEAR_ACCELERATION,
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VAR_DRAG=VS::PARTICLE_RADIAL_ACCELERATION,
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VAR_TANGENTIAL_ACCELERATION=VS::PARTICLE_TANGENTIAL_ACCELERATION,
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VAR_DAMPING=VS::PARTICLE_DAMPING,
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VAR_INITIAL_SIZE=VS::PARTICLE_INITIAL_SIZE,
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VAR_FINAL_SIZE=VS::PARTICLE_FINAL_SIZE,
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VAR_INITIAL_ANGLE=VS::PARTICLE_INITIAL_ANGLE,
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VAR_HEIGHT=VS::PARTICLE_HEIGHT,
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VAR_HEIGHT_SPEED_SCALE=VS::PARTICLE_HEIGHT_SPEED_SCALE,
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VAR_MAX=VS::PARTICLE_VAR_MAX
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};
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private:
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OBJ_TYPE( Particles, GeometryInstance );
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RID particles;
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int amount;
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bool emitting;
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float emit_timeout;
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AABB visibility_aabb;
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Vector3 gravity_normal;
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Vector3 emission_half_extents;
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bool using_points;
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float var[VAR_MAX];
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float var_random[VAR_MAX];
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bool height_from_velocity;
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Vector3 emission_base_velocity;
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bool local_coordinates;
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struct ColorPhase {
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Color color;
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float pos;
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};
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virtual bool _can_gizmo_scale() const;
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virtual RES _get_gizmo_geometry() const;
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int color_phase_count;
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ColorPhase color_phase[4];
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Ref<Material> material;
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Timer* timer;
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void setup_timer();
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protected:
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static void _bind_methods();
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public:
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AABB get_aabb() const;
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DVector<Face3> get_faces(uint32_t p_usage_flags) 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_emitting(bool p_emitting);
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bool is_emitting() const;
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void set_visibility_aabb(const AABB& p_aabb);
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AABB get_visibility_aabb() const;
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void set_emission_half_extents(const Vector3& p_half_extents);
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Vector3 get_emission_half_extents() const;
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void set_emission_base_velocity(const Vector3& p_base_velocity);
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Vector3 get_emission_base_velocity() const;
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void set_emission_points(const DVector<Vector3>& p_points);
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DVector<Vector3> get_emission_points() const;
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void set_gravity_normal(const Vector3& p_normal);
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Vector3 get_gravity_normal() const;
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void set_variable(Variable p_variable,float p_value);
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float get_variable(Variable p_variable) const;
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void set_randomness(Variable p_variable,float p_randomness);
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float get_randomness(Variable p_variable) 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_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_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_height_from_velocity(bool p_enable);
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bool has_height_from_velocity() const;
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void set_material(const Ref<Material>& p_material);
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Ref<Material> get_material() 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_use_local_coordinates(bool p_use);
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bool is_using_local_coordinates() const;
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void start_emitting(float p_time);
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Particles();
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~Particles();
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};
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VARIANT_ENUM_CAST( Particles::Variable );
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#endif
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