/*************************************************************************/ /* particles_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.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. */ /*************************************************************************/ #ifndef PARTICLES_FRAME_H #define PARTICLES_FRAME_H #include "scene/2d/node_2d.h" #include "scene/resources/color_ramp.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 emitting; 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; int v_frames; int h_frames; 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_enabled); 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_aabb); 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 set_v_frames(int p_count); int get_v_frames() const; void set_h_frames(int p_count); int get_h_frames() const; void restart(); Rect2 capture_rect() const; Particles2D(); ~Particles2D(); }; VARIANT_ENUM_CAST(Particles2D::DrawOrder) #endif // PARTICLES_FRAME_H