godot/scene/2d/gpu_particles_2d.h
clayjohn 9ce57050a5 Add GPUParticles to the OpenGL3 renderer.
This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.

This does not include 3D SDF collisions, trails, or
manual emission.
2022-11-14 23:28:25 -08:00

173 lines
5.9 KiB
C++

/*************************************************************************/
/* gpu_particles_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 GPU_PARTICLES_2D_H
#define GPU_PARTICLES_2D_H
#include "scene/2d/node_2d.h"
class GPUParticles2D : public Node2D {
private:
GDCLASS(GPUParticles2D, Node2D);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
DRAW_ORDER_REVERSE_LIFETIME,
};
private:
RID particles;
bool one_shot = false;
int amount = 0;
double lifetime = 0.0;
double pre_process_time = 0.0;
real_t explosiveness_ratio = 0.0;
real_t randomness_ratio = 0.0;
double speed_scale = 0.0;
Rect2 visibility_rect;
bool local_coords = false;
int fixed_fps = 0;
bool fractional_delta = false;
bool interpolate = true;
#ifdef TOOLS_ENABLED
bool show_visibility_rect = false;
#endif
Ref<Material> process_material;
DrawOrder draw_order = DRAW_ORDER_LIFETIME;
Ref<Texture2D> texture;
void _update_particle_emission_transform();
NodePath sub_emitter;
real_t collision_base_size = 1.0;
bool trail_enabled = false;
double trail_lifetime = 0.3;
int trail_sections = 8;
int trail_section_subdivisions = 4;
RID mesh;
void _attach_sub_emitter();
void _texture_changed();
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
void _update_collision_size();
public:
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
void set_lifetime(double p_lifetime);
void set_one_shot(bool p_enable);
void set_pre_process_time(double p_time);
void set_explosiveness_ratio(real_t p_ratio);
void set_randomness_ratio(real_t p_ratio);
void set_visibility_rect(const Rect2 &p_visibility_rect);
void set_use_local_coordinates(bool p_enable);
void set_process_material(const Ref<Material> &p_material);
void set_speed_scale(double p_scale);
void set_collision_base_size(real_t p_ratio);
void set_trail_enabled(bool p_enabled);
void set_trail_lifetime(double p_seconds);
void set_trail_sections(int p_sections);
void set_trail_section_subdivisions(int p_subdivisions);
#ifdef TOOLS_ENABLED
void set_show_visibility_rect(bool p_show_visibility_rect);
#endif
bool is_emitting() const;
int get_amount() const;
double get_lifetime() const;
bool get_one_shot() const;
double get_pre_process_time() const;
real_t get_explosiveness_ratio() const;
real_t get_randomness_ratio() const;
Rect2 get_visibility_rect() const;
bool get_use_local_coordinates() const;
Ref<Material> get_process_material() const;
double get_speed_scale() const;
real_t get_collision_base_size() const;
bool is_trail_enabled() const;
double get_trail_lifetime() const;
int get_trail_sections() const;
int get_trail_section_subdivisions() 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_interpolate(bool p_enable);
bool get_interpolate() const;
void set_draw_order(DrawOrder p_order);
DrawOrder get_draw_order() const;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
PackedStringArray get_configuration_warnings() const override;
void set_sub_emitter(const NodePath &p_path);
NodePath get_sub_emitter() const;
enum EmitFlags {
EMIT_FLAG_POSITION = RS::PARTICLES_EMIT_FLAG_POSITION,
EMIT_FLAG_ROTATION_SCALE = RS::PARTICLES_EMIT_FLAG_ROTATION_SCALE,
EMIT_FLAG_VELOCITY = RS::PARTICLES_EMIT_FLAG_VELOCITY,
EMIT_FLAG_COLOR = RS::PARTICLES_EMIT_FLAG_COLOR,
EMIT_FLAG_CUSTOM = RS::PARTICLES_EMIT_FLAG_CUSTOM
};
void emit_particle(const Transform2D &p_transform, const Vector2 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
void restart();
Rect2 capture_rect() const;
GPUParticles2D();
~GPUParticles2D();
};
VARIANT_ENUM_CAST(GPUParticles2D::DrawOrder)
VARIANT_ENUM_CAST(GPUParticles2D::EmitFlags)
#endif // GPU_PARTICLES_2D_H