godot/scene/3d/gpu_particles_3d.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

183 lines
6.1 KiB
C++

/*************************************************************************/
/* gpu_particles_3d.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_3D_H
#define GPU_PARTICLES_3D_H
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/skin.h"
class GPUParticles3D : public GeometryInstance3D {
private:
GDCLASS(GPUParticles3D, GeometryInstance3D);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
DRAW_ORDER_REVERSE_LIFETIME,
DRAW_ORDER_VIEW_DEPTH,
};
enum TransformAlign {
TRANSFORM_ALIGN_DISABLED,
TRANSFORM_ALIGN_Z_BILLBOARD,
TRANSFORM_ALIGN_Y_TO_VELOCITY,
TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY
};
enum {
MAX_DRAW_PASSES = 4
};
private:
RID particles;
bool one_shot;
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;
AABB visibility_aabb;
bool local_coords = false;
int fixed_fps = 0;
bool fractional_delta = false;
bool interpolate = true;
NodePath sub_emitter;
real_t collision_base_size = 0.01;
bool trail_enabled = false;
double trail_length = 0.3;
TransformAlign transform_align = TRANSFORM_ALIGN_DISABLED;
Ref<Material> process_material;
DrawOrder draw_order;
Vector<Ref<Mesh>> draw_passes;
Ref<Skin> skin;
void _attach_sub_emitter();
void _skinning_changed();
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const override;
public:
AABB get_aabb() const override;
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
void set_lifetime(double p_lifetime);
void set_one_shot(bool p_one_shot);
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_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(double p_scale);
void set_collision_base_size(real_t p_ratio);
void set_trail_enabled(bool p_enabled);
void set_trail_length(double p_seconds);
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;
AABB get_visibility_aabb() 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_length() 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_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;
TypedArray<String> get_configuration_warnings() const override;
void set_sub_emitter(const NodePath &p_path);
NodePath get_sub_emitter() const;
void set_skin(const Ref<Skin> &p_skin);
Ref<Skin> get_skin() const;
void set_transform_align(TransformAlign p_align);
TransformAlign get_transform_align() const;
void restart();
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 Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
AABB capture_aabb() const;
GPUParticles3D();
~GPUParticles3D();
};
VARIANT_ENUM_CAST(GPUParticles3D::DrawOrder)
VARIANT_ENUM_CAST(GPUParticles3D::TransformAlign)
VARIANT_ENUM_CAST(GPUParticles3D::EmitFlags)
#endif // GPU_PARTICLES_3D_H