/**************************************************************************/ /* particles.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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_H #define PARTICLES_H #include "core/containers/rid.h" #include "scene/3d/visual_instance.h" #include "scene/resources/material/material.h" class GPUParticles : public GeometryInstance { private: GDCLASS(GPUParticles, GeometryInstance); public: enum DrawOrder { DRAW_ORDER_INDEX, DRAW_ORDER_LIFETIME, DRAW_ORDER_VIEW_DEPTH, }; enum { MAX_DRAW_PASSES = 4 }; private: RID particles; bool emitting = false; bool active = false; bool signal_canceled = false; bool one_shot = false; int amount; float lifetime; float pre_process_time; float explosiveness_ratio; float randomness_ratio; float speed_scale; AABB visibility_aabb; bool local_coords; int fixed_fps; bool fractional_delta; Ref process_material; DrawOrder draw_order; Vector> draw_passes; double time = 0.0; double emission_time = 0.0; double active_time = 0.0; protected: static void _bind_methods(); void _notification(int p_what); virtual void _validate_property(PropertyInfo &property) const; public: AABB get_aabb() const; PoolVector get_faces(uint32_t p_usage_flags) const; void set_emitting(bool p_emitting); void set_amount(int p_amount); void set_lifetime(float p_lifetime); void set_one_shot(bool p_one_shot); void set_pre_process_time(float p_time); void set_explosiveness_ratio(float p_ratio); void set_randomness_ratio(float p_ratio); void set_visibility_aabb(const AABB &p_aabb); void set_use_local_coordinates(bool p_enable); void set_process_material(const Ref &p_material); void set_speed_scale(float p_scale); bool is_emitting() const; int get_amount() const; float get_lifetime() const; bool get_one_shot() const; float get_pre_process_time() const; float get_explosiveness_ratio() const; float get_randomness_ratio() const; AABB get_visibility_aabb() const; bool get_use_local_coordinates() const; Ref get_process_material() const; float get_speed_scale() const; void set_fixed_fps(int p_count); int get_fixed_fps() const; void set_fractional_delta(bool p_enable); bool get_fractional_delta() const; void set_draw_order(DrawOrder p_order); DrawOrder get_draw_order() const; void set_draw_passes(int p_count); int get_draw_passes() const; void set_draw_pass_mesh(int p_pass, const Ref &p_mesh); Ref get_draw_pass_mesh(int p_pass) const; virtual String get_configuration_warning() const; void restart(); AABB capture_aabb() const; GPUParticles(); ~GPUParticles(); }; VARIANT_ENUM_CAST(GPUParticles::DrawOrder) #endif // PARTICLES_H