/*************************************************************************/ /* particles_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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. */ /*************************************************************************/ #include "particles_2d.h" #include "engine.h" #include "scene/3d/particles.h" #include "scene/scene_string_names.h" void Particles2D::set_emitting(bool p_emitting) { emitting = p_emitting; VS::get_singleton()->particles_set_emitting(particles, emitting); } void Particles2D::set_amount(int p_amount) { ERR_FAIL_COND(p_amount < 1); amount = p_amount; VS::get_singleton()->particles_set_amount(particles, amount); } void Particles2D::set_lifetime(float p_lifetime) { ERR_FAIL_COND(p_lifetime <= 0); lifetime = p_lifetime; VS::get_singleton()->particles_set_lifetime(particles, lifetime); } void Particles2D::set_one_shot(bool p_enable) { one_shot = p_enable; VS::get_singleton()->particles_set_one_shot(particles, one_shot); if (!one_shot && emitting) VisualServer::get_singleton()->particles_restart(particles); } void Particles2D::set_pre_process_time(float p_time) { pre_process_time = p_time; VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time); } void Particles2D::set_explosiveness_ratio(float p_ratio) { explosiveness_ratio = p_ratio; VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio); } void Particles2D::set_randomness_ratio(float p_ratio) { randomness_ratio = p_ratio; VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio); } void Particles2D::set_visibility_rect(const Rect2 &p_aabb) { visibility_rect = p_aabb; Rect3 aabb; aabb.position.x = p_aabb.position.x; aabb.position.y = p_aabb.position.y; aabb.size.x = p_aabb.size.x; aabb.size.y = p_aabb.size.y; VS::get_singleton()->particles_set_custom_aabb(particles, aabb); _change_notify("visibility_rect"); update(); } void Particles2D::set_use_local_coordinates(bool p_enable) { local_coords = p_enable; VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords); set_notify_transform(!p_enable); if (!p_enable && is_inside_tree()) { _update_particle_emission_transform(); } } void Particles2D::_update_particle_emission_transform() { Transform2D xf2d = get_global_transform(); Transform xf; xf.basis.set_axis(0, Vector3(xf2d.get_axis(0).x, xf2d.get_axis(0).y, 0)); xf.basis.set_axis(1, Vector3(xf2d.get_axis(1).x, xf2d.get_axis(1).y, 0)); xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0)); VS::get_singleton()->particles_set_emission_transform(particles, xf); } void Particles2D::set_process_material(const Ref<Material> &p_material) { process_material = p_material; Ref<ParticlesMaterial> pm = p_material; if (pm.is_valid() && !pm->get_flag(ParticlesMaterial::FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) { //likely a new material, modify it! pm->set_flag(ParticlesMaterial::FLAG_DISABLE_Z, true); pm->set_gravity(Vector3(0, 98, 0)); } RID material_rid; if (process_material.is_valid()) material_rid = process_material->get_rid(); VS::get_singleton()->particles_set_process_material(particles, material_rid); update_configuration_warning(); } void Particles2D::set_speed_scale(float p_scale) { speed_scale = p_scale; VS::get_singleton()->particles_set_speed_scale(particles, p_scale); } bool Particles2D::is_emitting() const { return emitting; } int Particles2D::get_amount() const { return amount; } float Particles2D::get_lifetime() const { return lifetime; } bool Particles2D::get_one_shot() const { return one_shot; } float Particles2D::get_pre_process_time() const { return pre_process_time; } float Particles2D::get_explosiveness_ratio() const { return explosiveness_ratio; } float Particles2D::get_randomness_ratio() const { return randomness_ratio; } Rect2 Particles2D::get_visibility_rect() const { return visibility_rect; } bool Particles2D::get_use_local_coordinates() const { return local_coords; } Ref<Material> Particles2D::get_process_material() const { return process_material; } float Particles2D::get_speed_scale() const { return speed_scale; } void Particles2D::set_draw_order(DrawOrder p_order) { draw_order = p_order; VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order)); } Particles2D::DrawOrder Particles2D::get_draw_order() const { return draw_order; } void Particles2D::set_fixed_fps(int p_count) { fixed_fps = p_count; VS::get_singleton()->particles_set_fixed_fps(particles, p_count); } int Particles2D::get_fixed_fps() const { return fixed_fps; } void Particles2D::set_fractional_delta(bool p_enable) { fractional_delta = p_enable; VS::get_singleton()->particles_set_fractional_delta(particles, p_enable); } bool Particles2D::get_fractional_delta() const { return fractional_delta; } String Particles2D::get_configuration_warning() const { String warnings; if (process_material.is_null()) { if (warnings != String()) warnings += "\n"; warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted."); } return warnings; } Rect2 Particles2D::capture_rect() const { Rect3 aabb = VS::get_singleton()->particles_get_current_aabb(particles); Rect2 r; r.position.x = aabb.position.x; r.position.y = aabb.position.y; r.size.x = aabb.size.x; r.size.y = aabb.size.y; return r; } void Particles2D::set_texture(const Ref<Texture> &p_texture) { texture = p_texture; update(); } Ref<Texture> Particles2D::get_texture() const { return texture; } void Particles2D::set_normal_map(const Ref<Texture> &p_normal_map) { normal_map = p_normal_map; update(); } Ref<Texture> Particles2D::get_normal_map() const { return normal_map; } void Particles2D::_validate_property(PropertyInfo &property) const { } void Particles2D::set_v_frames(int p_count) { ERR_FAIL_COND(p_count < 1); v_frames = p_count; update(); } int Particles2D::get_v_frames() const { return v_frames; } void Particles2D::set_h_frames(int p_count) { ERR_FAIL_COND(p_count < 1); h_frames = p_count; update(); } int Particles2D::get_h_frames() const { return h_frames; } void Particles2D::restart() { VS::get_singleton()->particles_restart(particles); } void Particles2D::_notification(int p_what) { if (p_what == NOTIFICATION_DRAW) { RID texture_rid; if (texture.is_valid()) texture_rid = texture->get_rid(); RID normal_rid; if (normal_map.is_valid()) normal_rid = texture->get_rid(); VS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid, h_frames, v_frames); #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_a_parent_of(this))) { draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false); } #endif } if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) { if (can_process()) { VS::get_singleton()->particles_set_speed_scale(particles, speed_scale); } else { VS::get_singleton()->particles_set_speed_scale(particles, 0); } } if (p_what == NOTIFICATION_TRANSFORM_CHANGED) { _update_particle_emission_transform(); } } void Particles2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &Particles2D::set_emitting); ClassDB::bind_method(D_METHOD("set_amount", "amount"), &Particles2D::set_amount); ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &Particles2D::set_lifetime); ClassDB::bind_method(D_METHOD("set_one_shot", "secs"), &Particles2D::set_one_shot); ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &Particles2D::set_pre_process_time); ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &Particles2D::set_explosiveness_ratio); ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &Particles2D::set_randomness_ratio); ClassDB::bind_method(D_METHOD("set_visibility_rect", "aabb"), &Particles2D::set_visibility_rect); ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &Particles2D::set_use_local_coordinates); ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &Particles2D::set_fixed_fps); ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &Particles2D::set_fractional_delta); ClassDB::bind_method(D_METHOD("set_process_material", "material"), &Particles2D::set_process_material); ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &Particles2D::set_speed_scale); ClassDB::bind_method(D_METHOD("is_emitting"), &Particles2D::is_emitting); ClassDB::bind_method(D_METHOD("get_amount"), &Particles2D::get_amount); ClassDB::bind_method(D_METHOD("get_lifetime"), &Particles2D::get_lifetime); ClassDB::bind_method(D_METHOD("get_one_shot"), &Particles2D::get_one_shot); ClassDB::bind_method(D_METHOD("get_pre_process_time"), &Particles2D::get_pre_process_time); ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &Particles2D::get_explosiveness_ratio); ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &Particles2D::get_randomness_ratio); ClassDB::bind_method(D_METHOD("get_visibility_rect"), &Particles2D::get_visibility_rect); ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &Particles2D::get_use_local_coordinates); ClassDB::bind_method(D_METHOD("get_fixed_fps"), &Particles2D::get_fixed_fps); ClassDB::bind_method(D_METHOD("get_fractional_delta"), &Particles2D::get_fractional_delta); ClassDB::bind_method(D_METHOD("get_process_material"), &Particles2D::get_process_material); ClassDB::bind_method(D_METHOD("get_speed_scale"), &Particles2D::get_speed_scale); ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &Particles2D::set_draw_order); ClassDB::bind_method(D_METHOD("get_draw_order"), &Particles2D::get_draw_order); ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Particles2D::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &Particles2D::get_texture); ClassDB::bind_method(D_METHOD("set_normal_map", "texture"), &Particles2D::set_normal_map); ClassDB::bind_method(D_METHOD("get_normal_map"), &Particles2D::get_normal_map); ClassDB::bind_method(D_METHOD("capture_rect"), &Particles2D::capture_rect); ClassDB::bind_method(D_METHOD("set_v_frames", "frames"), &Particles2D::set_v_frames); ClassDB::bind_method(D_METHOD("get_v_frames"), &Particles2D::get_v_frames); ClassDB::bind_method(D_METHOD("set_h_frames", "frames"), &Particles2D::set_h_frames); ClassDB::bind_method(D_METHOD("get_h_frames"), &Particles2D::get_h_frames); ClassDB::bind_method(D_METHOD("restart"), &Particles2D::restart); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting"); ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,100000,1"), "set_amount", "get_amount"); ADD_GROUP("Time", ""); ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01"), "set_lifetime", "get_lifetime"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_speed_scale", "get_speed_scale"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio"); ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta"); ADD_GROUP("Drawing", ""); ADD_PROPERTY(PropertyInfo(Variant::RECT3, "visibility_rect"), "set_visibility_rect", "get_visibility_rect"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates"); ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime"), "set_draw_order", "get_draw_order"); ADD_GROUP("Process Material", "process_"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material"); ADD_GROUP("Textures", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_map", "get_normal_map"); ADD_PROPERTY(PropertyInfo(Variant::INT, "h_frames", PROPERTY_HINT_RANGE, "1,1024,1"), "set_h_frames", "get_h_frames"); ADD_PROPERTY(PropertyInfo(Variant::INT, "v_frames", PROPERTY_HINT_RANGE, "1,1024,1"), "set_v_frames", "get_v_frames"); BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX); BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME); } Particles2D::Particles2D() { particles = VS::get_singleton()->particles_create(); set_emitting(true); set_one_shot(false); set_amount(8); set_lifetime(1); set_fixed_fps(0); set_fractional_delta(true); set_pre_process_time(0); set_explosiveness_ratio(0); set_randomness_ratio(0); set_visibility_rect(Rect2(Vector2(-100, -100), Vector2(200, 200))); set_use_local_coordinates(true); set_draw_order(DRAW_ORDER_INDEX); set_speed_scale(1); h_frames = 1; v_frames = 1; } Particles2D::~Particles2D() { VS::get_singleton()->free(particles); }