particles_storage.h 7.8 KB

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  1. /**************************************************************************/
  2. /* particles_storage.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef PARTICLES_STORAGE_H
  31. #define PARTICLES_STORAGE_H
  32. #include "servers/rendering_server.h"
  33. class RendererParticlesStorage {
  34. public:
  35. virtual ~RendererParticlesStorage() {}
  36. /* PARTICLES */
  37. virtual RID particles_allocate() = 0;
  38. virtual void particles_initialize(RID p_rid) = 0;
  39. virtual void particles_free(RID p_rid) = 0;
  40. virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) = 0;
  41. virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
  42. virtual bool particles_get_emitting(RID p_particles) = 0;
  43. virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
  44. virtual void particles_set_amount_ratio(RID p_particles, float p_amount_ratio) = 0;
  45. virtual void particles_set_lifetime(RID p_particles, double p_lifetime) = 0;
  46. virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
  47. virtual void particles_set_pre_process_time(RID p_particles, double p_time) = 0;
  48. virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) = 0;
  49. virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) = 0;
  50. virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
  51. virtual void particles_set_speed_scale(RID p_particles, double p_scale) = 0;
  52. virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
  53. virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
  54. virtual RID particles_get_process_material(RID p_particles) const = 0;
  55. virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
  56. virtual void particles_set_interpolate(RID p_particles, bool p_enable) = 0;
  57. virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
  58. virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) = 0;
  59. virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) = 0;
  60. virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) = 0;
  61. virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) = 0;
  62. virtual void particles_restart(RID p_particles) = 0;
  63. 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;
  64. virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
  65. virtual bool particles_is_inactive(RID p_particles) const = 0;
  66. virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) = 0;
  67. virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
  68. virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
  69. virtual void particles_request_process(RID p_particles) = 0;
  70. virtual AABB particles_get_current_aabb(RID p_particles) = 0;
  71. virtual AABB particles_get_aabb(RID p_particles) const = 0;
  72. virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) = 0;
  73. virtual void particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) = 0;
  74. virtual void particles_set_interp_to_end(RID p_particles, float p_interp_to_end) = 0;
  75. virtual int particles_get_draw_passes(RID p_particles) const = 0;
  76. virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;
  77. virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) = 0;
  78. virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) = 0;
  79. virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) = 0;
  80. virtual void update_particles() = 0;
  81. /* PARTICLES COLLISION */
  82. virtual RID particles_collision_allocate() = 0;
  83. virtual void particles_collision_initialize(RID p_rid) = 0;
  84. virtual void particles_collision_free(RID p_rid) = 0;
  85. virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) = 0;
  86. virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
  87. virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; //for spheres
  88. virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres
  89. virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0;
  90. virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0;
  91. virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0;
  92. virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic
  93. virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field
  94. virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
  95. virtual AABB particles_collision_get_aabb(RID p_particles_collision) const = 0;
  96. virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
  97. //used from 2D and 3D
  98. virtual RID particles_collision_instance_create(RID p_collision) = 0;
  99. virtual void particles_collision_instance_free(RID p_rid) = 0;
  100. virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) = 0;
  101. virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) = 0;
  102. };
  103. #endif // PARTICLES_STORAGE_H