godot/scene/3d/particles.h
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00

138 lines
4.5 KiB
C++

/*************************************************************************/
/* particles.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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/rid.h"
#include "scene/3d/visual_instance.h"
#include "scene/resources/material.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Particles : public GeometryInstance {
private:
GDCLASS(Particles, GeometryInstance);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
DRAW_ORDER_VIEW_DEPTH,
};
enum {
MAX_DRAW_PASSES = 4
};
private:
RID particles;
bool one_shot;
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<Material> process_material;
DrawOrder draw_order;
Vector<Ref<Mesh> > draw_passes;
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const;
public:
AABB get_aabb() const;
PoolVector<Face3> 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<Material> &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<Material> 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<Mesh> &p_mesh);
Ref<Mesh> get_draw_pass_mesh(int p_pass) const;
virtual String get_configuration_warning() const;
void restart();
AABB capture_aabb() const;
Particles();
~Particles();
};
VARIANT_ENUM_CAST(Particles::DrawOrder)
#endif // PARTICLES_H