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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>
201 lines
6.6 KiB
C++
201 lines
6.6 KiB
C++
/**************************************************************************/
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/* gpu_particles_3d.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 GPU_PARTICLES_3D_H
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#define GPU_PARTICLES_3D_H
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/skin.h"
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class GPUParticles3D : public GeometryInstance3D {
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private:
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GDCLASS(GPUParticles3D, GeometryInstance3D);
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public:
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enum DrawOrder {
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DRAW_ORDER_INDEX,
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DRAW_ORDER_LIFETIME,
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DRAW_ORDER_REVERSE_LIFETIME,
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DRAW_ORDER_VIEW_DEPTH,
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};
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enum TransformAlign {
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TRANSFORM_ALIGN_DISABLED,
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TRANSFORM_ALIGN_Z_BILLBOARD,
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TRANSFORM_ALIGN_Y_TO_VELOCITY,
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TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY
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};
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enum {
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MAX_DRAW_PASSES = 4
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};
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private:
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RID particles;
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bool emitting = false;
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bool active = false;
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bool signal_canceled = false;
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bool one_shot = false;
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int amount = 0;
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float amount_ratio = 1.0;
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double lifetime = 0.0;
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double pre_process_time = 0.0;
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real_t explosiveness_ratio = 0.0;
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real_t randomness_ratio = 0.0;
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double speed_scale = 0.0;
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AABB visibility_aabb;
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bool local_coords = false;
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int fixed_fps = 0;
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bool fractional_delta = false;
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bool interpolate = true;
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NodePath sub_emitter;
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real_t collision_base_size = 0.01;
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bool trail_enabled = false;
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double trail_lifetime = 0.3;
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TransformAlign transform_align = TRANSFORM_ALIGN_DISABLED;
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Ref<Material> process_material;
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DrawOrder draw_order = DRAW_ORDER_INDEX;
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Vector<Ref<Mesh>> draw_passes;
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Ref<Skin> skin;
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double time = 0.0;
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double emission_time = 0.0;
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double active_time = 0.0;
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float interp_to_end_factor = 0;
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Vector3 previous_position;
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void _attach_sub_emitter();
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void _skinning_changed();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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void _validate_property(PropertyInfo &p_property) const;
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public:
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AABB get_aabb() const override;
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void set_emitting(bool p_emitting);
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void set_amount(int p_amount);
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void set_lifetime(double p_lifetime);
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void set_one_shot(bool p_one_shot);
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void set_pre_process_time(double p_time);
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void set_explosiveness_ratio(real_t p_ratio);
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void set_randomness_ratio(real_t p_ratio);
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void set_visibility_aabb(const AABB &p_aabb);
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void set_use_local_coordinates(bool p_enable);
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void set_process_material(const Ref<Material> &p_material);
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void set_speed_scale(double p_scale);
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void set_collision_base_size(real_t p_ratio);
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void set_trail_enabled(bool p_enabled);
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void set_trail_lifetime(double p_seconds);
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void set_interp_to_end(float p_interp);
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bool is_emitting() const;
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int get_amount() const;
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double get_lifetime() const;
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bool get_one_shot() const;
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double get_pre_process_time() const;
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real_t get_explosiveness_ratio() const;
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real_t get_randomness_ratio() const;
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AABB get_visibility_aabb() const;
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bool get_use_local_coordinates() const;
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Ref<Material> get_process_material() const;
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double get_speed_scale() const;
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real_t get_collision_base_size() const;
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bool is_trail_enabled() const;
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double get_trail_lifetime() const;
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float get_interp_to_end() const;
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void set_amount_ratio(float p_ratio);
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float get_amount_ratio() const;
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void set_fixed_fps(int p_count);
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int get_fixed_fps() const;
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void set_fractional_delta(bool p_enable);
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bool get_fractional_delta() const;
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void set_interpolate(bool p_enable);
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bool get_interpolate() const;
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void set_draw_order(DrawOrder p_order);
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DrawOrder get_draw_order() const;
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void set_draw_passes(int p_count);
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int get_draw_passes() const;
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void set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_draw_pass_mesh(int p_pass) const;
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PackedStringArray get_configuration_warnings() const override;
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void set_sub_emitter(const NodePath &p_path);
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NodePath get_sub_emitter() const;
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void set_skin(const Ref<Skin> &p_skin);
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Ref<Skin> get_skin() const;
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void set_transform_align(TransformAlign p_align);
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TransformAlign get_transform_align() const;
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void restart();
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enum EmitFlags {
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EMIT_FLAG_POSITION = RS::PARTICLES_EMIT_FLAG_POSITION,
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EMIT_FLAG_ROTATION_SCALE = RS::PARTICLES_EMIT_FLAG_ROTATION_SCALE,
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EMIT_FLAG_VELOCITY = RS::PARTICLES_EMIT_FLAG_VELOCITY,
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EMIT_FLAG_COLOR = RS::PARTICLES_EMIT_FLAG_COLOR,
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EMIT_FLAG_CUSTOM = RS::PARTICLES_EMIT_FLAG_CUSTOM
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};
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void emit_particle(const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
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AABB capture_aabb() const;
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void convert_from_particles(Node *p_particles);
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GPUParticles3D();
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~GPUParticles3D();
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};
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VARIANT_ENUM_CAST(GPUParticles3D::DrawOrder)
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VARIANT_ENUM_CAST(GPUParticles3D::TransformAlign)
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VARIANT_ENUM_CAST(GPUParticles3D::EmitFlags)
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#endif // GPU_PARTICLES_3D_H
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