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- /*************************************************************************/
- /* particles_2d.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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 PARTICLES_2D_H
- #define PARTICLES_2D_H
- #include "core/rid.h"
- #include "scene/2d/node_2d.h"
- #include "scene/resources/texture.h"
- class Particles2D : public Node2D {
- private:
- GDCLASS(Particles2D, Node2D)
- public:
- enum DrawOrder {
- DRAW_ORDER_INDEX,
- DRAW_ORDER_LIFETIME,
- };
- private:
- RID particles;
- bool one_shot;
- int amount;
- float lifetime;
- float pre_process_time;
- float explosiveness_ratio;
- float randomness_ratio;
- float speed_scale;
- Rect2 visibility_rect;
- bool local_coords;
- int fixed_fps;
- bool fractional_delta;
- Ref<Material> process_material;
- DrawOrder draw_order;
- Ref<Texture> texture;
- Ref<Texture> normal_map;
- void _update_particle_emission_transform();
- protected:
- static void _bind_methods();
- virtual void _validate_property(PropertyInfo &property) const;
- void _notification(int p_what);
- public:
- void set_emitting(bool p_emitting);
- void set_amount(int p_amount);
- void set_lifetime(float p_lifetime);
- void set_one_shot(bool p_enable);
- void set_pre_process_time(float p_time);
- void set_explosiveness_ratio(float p_ratio);
- void set_randomness_ratio(float 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(float p_scale);
- bool is_emitting() const;
- int get_amount() const;
- float get_lifetime() const;
- bool get_one_shot() const;
- float get_pre_process_time() const;
- float get_explosiveness_ratio() const;
- float get_randomness_ratio() const;
- Rect2 get_visibility_rect() const;
- bool get_use_local_coordinates() const;
- Ref<Material> get_process_material() const;
- float get_speed_scale() 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_draw_order(DrawOrder p_order);
- DrawOrder get_draw_order() const;
- void set_texture(const Ref<Texture> &p_texture);
- Ref<Texture> get_texture() const;
- void set_normal_map(const Ref<Texture> &p_normal_map);
- Ref<Texture> get_normal_map() const;
- virtual String get_configuration_warning() const;
- void restart();
- Rect2 capture_rect() const;
- Particles2D();
- ~Particles2D();
- };
- VARIANT_ENUM_CAST(Particles2D::DrawOrder)
- #endif // PARTICLES_2D_H
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