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+/*************************************************************************/
+/* particles_2d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_FRAME_H
+#define PARTICLES_FRAME_H
+
+#include "scene/2d/node_2d.h"
+#include "scene/resources/texture.h"
+
+class Particles2D;
+class ParticleAttractor2D : public Node2D {
+
+ OBJ_TYPE(ParticleAttractor2D,Node2D);
+
+
+friend class Particles2D;
+ bool enabled;
+ float radius;
+ float disable_radius;
+ float gravity;
+ float absorption;
+ NodePath path;
+
+ Particles2D *owner;
+
+ void _update_owner();
+ void _owner_exited();
+ void _set_owner(Particles2D* p_owner);
+
+ void _notification(int p_what);
+ static void _bind_methods();
+public:
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+
+ void set_radius(float p_radius);
+ float get_radius() const;
+
+ void set_disable_radius(float p_disable_radius);
+ float get_disable_radius() const;
+
+ void set_gravity(float p_gravity);
+ float get_gravity() const;
+
+ void set_absorption(float p_absorption);
+ float get_absorption() const;
+
+ void set_particles_path(NodePath p_path);
+ NodePath get_particles_path() const;
+
+ ParticleAttractor2D();
+};
+
+
+
+class Particles2D : public Node2D {
+
+ OBJ_TYPE(Particles2D, Node2D);
+public:
+
+ enum Parameter {
+ PARAM_DIRECTION,
+ PARAM_SPREAD,
+ PARAM_LINEAR_VELOCITY,
+ PARAM_SPIN_VELOCITY,
+ PARAM_ORBIT_VELOCITY,
+ PARAM_GRAVITY_DIRECTION,
+ PARAM_GRAVITY_STRENGTH,
+ PARAM_RADIAL_ACCEL,
+ PARAM_TANGENTIAL_ACCEL,
+ PARAM_DAMPING,
+ PARAM_INITIAL_SIZE,
+ PARAM_FINAL_SIZE,
+ PARAM_HUE_VARIATION,
+ PARAM_MAX
+ };
+
+ enum {
+ MAX_COLOR_PHASES=4
+ };
+
+private:
+
+ float param[PARAM_MAX];
+ float randomness[PARAM_MAX];
+
+ struct Particle {
+
+ bool active;
+ Point2 pos;
+ Vector2 velocity;
+ float rot;
+ uint32_t seed;
+ Particle() { active=false; seed=123465789; rot=0;}
+ };
+
+ Vector<Particle> particles;
+ int color_phase_count;
+ struct ColorPhase {
+ Color color;
+ float pos;
+ } color_phases[MAX_COLOR_PHASES];
+
+ struct AttractorCache {
+
+ Vector2 pos;
+ ParticleAttractor2D *attractor;
+ };
+
+ Vector<AttractorCache> attractor_cache;
+
+ float explosiveness;
+ float preprocess;
+ float lifetime;
+ bool emitting;
+ bool local_space;
+ float emit_timeout;
+ float time_to_live;
+ float time_scale;
+ Point2 emissor_offset;
+ Vector2 initial_velocity;
+ Vector2 extents;
+ DVector<Vector2> emission_points;
+
+ float time;
+ int active_count;
+
+ Ref<Texture> texture;
+
+
+ void testee(int a, int b, int c, int d, int e);
+ void _process_particles(float p_delta);
+friend class ParticleAttractor2D;
+
+ Set<ParticleAttractor2D*> attractors;
+
+protected:
+
+ void _notification(int p_what);
+ static void _bind_methods();
+
+public:
+
+ void set_emitting(bool p_emitting);
+ bool is_emitting() const;
+
+ void set_amount(int p_amount);
+ int get_amount() const;
+
+ void set_lifetime(float p_lifetime);
+ float get_lifetime() const;
+
+ void set_time_scale(float p_time_scale);
+ float get_time_scale() const;
+
+ void set_pre_process_time(float p_pre_process_time);
+ float get_pre_process_time() const;
+
+ void set_emit_timeout(float p_timeout);
+ float get_emit_timeout() const;
+
+ void set_emission_half_extents(const Vector2& p_extents);
+ Vector2 get_emission_half_extents() const;
+
+ void set_param(Parameter p_param, float p_value);
+ float get_param(Parameter p_param) const;
+
+ void set_randomness(Parameter p_randomness, float p_value);
+ float get_randomness(Parameter p_randomness) const;
+
+ void set_explosiveness(float p_value);
+ float get_explosiveness() const;
+
+ void set_color_phases(int p_phases);
+ int get_color_phases() const;
+
+ void set_color_phase_color(int p_phase,const Color& p_color);
+ Color get_color_phase_color(int p_phase) const;
+
+ void set_color_phase_pos(int p_phase,float p_pos);
+ float get_color_phase_pos(int p_phase) const;
+
+ void set_texture(const Ref<Texture>& p_texture);
+ Ref<Texture> get_texture() const;
+
+ void set_emissor_offset(const Point2& p_offset);
+ Point2 get_emissor_offset() const;
+
+ void set_use_local_space(bool p_use);
+ bool is_using_local_space() const;
+
+ void set_initial_velocity(const Vector2& p_velocity);
+ Vector2 get_initial_velocity() const;
+
+ void set_emission_points(const DVector<Vector2>& p_points);
+ DVector<Vector2> get_emission_points() const;
+
+ void pre_process(float p_delta);
+
+ Particles2D();
+};
+
+VARIANT_ENUM_CAST( Particles2D::Parameter );
+
+#endif // PARTICLES_FRAME_H