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c228fe1a0d
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com> Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com> Co-authored-by: Clay John <claynjohn@gmail.com>
129 lines
7.8 KiB
C++
129 lines
7.8 KiB
C++
/**************************************************************************/
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/* particles_storage.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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_STORAGE_H
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#define PARTICLES_STORAGE_H
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#include "servers/rendering_server.h"
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class RendererParticlesStorage {
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public:
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virtual ~RendererParticlesStorage() {}
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/* PARTICLES */
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virtual RID particles_allocate() = 0;
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virtual void particles_initialize(RID p_rid) = 0;
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virtual void particles_free(RID p_rid) = 0;
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virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) = 0;
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virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
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virtual bool particles_get_emitting(RID p_particles) = 0;
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virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
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virtual void particles_set_amount_ratio(RID p_particles, float p_amount_ratio) = 0;
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virtual void particles_set_lifetime(RID p_particles, double p_lifetime) = 0;
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virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
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virtual void particles_set_pre_process_time(RID p_particles, double p_time) = 0;
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virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) = 0;
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virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) = 0;
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virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
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virtual void particles_set_speed_scale(RID p_particles, double p_scale) = 0;
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virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
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virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
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virtual RID particles_get_process_material(RID p_particles) const = 0;
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virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
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virtual void particles_set_interpolate(RID p_particles, bool p_enable) = 0;
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virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
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virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) = 0;
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virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) = 0;
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virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) = 0;
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virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) = 0;
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virtual void particles_restart(RID p_particles) = 0;
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virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
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virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
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virtual bool particles_is_inactive(RID p_particles) const = 0;
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virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) = 0;
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virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
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virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
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virtual void particles_request_process(RID p_particles) = 0;
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virtual AABB particles_get_current_aabb(RID p_particles) = 0;
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virtual AABB particles_get_aabb(RID p_particles) const = 0;
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virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) = 0;
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virtual void particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) = 0;
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virtual void particles_set_interp_to_end(RID p_particles, float p_interp_to_end) = 0;
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virtual int particles_get_draw_passes(RID p_particles) const = 0;
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virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;
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virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) = 0;
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virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) = 0;
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virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) = 0;
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virtual void update_particles() = 0;
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/* PARTICLES COLLISION */
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virtual RID particles_collision_allocate() = 0;
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virtual void particles_collision_initialize(RID p_rid) = 0;
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virtual void particles_collision_free(RID p_rid) = 0;
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virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) = 0;
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virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
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virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; //for spheres
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virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres
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virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0;
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virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0;
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virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0;
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virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic
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virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field
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virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
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virtual AABB particles_collision_get_aabb(RID p_particles_collision) const = 0;
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virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
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//used from 2D and 3D
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virtual RID particles_collision_instance_create(RID p_collision) = 0;
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virtual void particles_collision_instance_free(RID p_rid) = 0;
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virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) = 0;
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virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) = 0;
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};
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#endif // PARTICLES_STORAGE_H
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