/*************************************************************************/ /* gpu_particles_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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_H #define PARTICLES_H #include "scene/3d/visual_instance_3d.h" #include "scene/resources/skin.h" class GPUParticles3D : public GeometryInstance3D { private: GDCLASS(GPUParticles3D, GeometryInstance3D); public: enum DrawOrder { DRAW_ORDER_INDEX, DRAW_ORDER_LIFETIME, DRAW_ORDER_REVERSE_LIFETIME, DRAW_ORDER_VIEW_DEPTH, }; enum TransformAlign { TRANSFORM_ALIGN_DISABLED, TRANSFORM_ALIGN_Z_BILLBOARD, TRANSFORM_ALIGN_Y_TO_VELOCITY, TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY }; enum { MAX_DRAW_PASSES = 4 }; private: RID particles; bool one_shot; int amount; double lifetime; double pre_process_time; real_t explosiveness_ratio; real_t randomness_ratio; double speed_scale; AABB visibility_aabb; bool local_coords; int fixed_fps; bool fractional_delta; bool interpolate = true; NodePath sub_emitter; real_t collision_base_size = 0.01; bool trail_enabled = false; double trail_length = 0.3; TransformAlign transform_align = TRANSFORM_ALIGN_DISABLED; Ref<Material> process_material; DrawOrder draw_order; Vector<Ref<Mesh>> draw_passes; Ref<Skin> skin; void _attach_sub_emitter(); void _skinning_changed(); protected: static void _bind_methods(); void _notification(int p_what); virtual void _validate_property(PropertyInfo &property) const override; public: AABB get_aabb() const override; Vector<Face3> get_faces(uint32_t p_usage_flags) const override; void set_emitting(bool p_emitting); void set_amount(int p_amount); void set_lifetime(double p_lifetime); void set_one_shot(bool p_one_shot); void set_pre_process_time(double p_time); void set_explosiveness_ratio(real_t p_ratio); void set_randomness_ratio(real_t p_ratio); void set_visibility_aabb(const AABB &p_aabb); void set_use_local_coordinates(bool p_enable); void set_process_material(const Ref<Material> &p_material); void set_speed_scale(double p_scale); void set_collision_base_size(real_t p_ratio); void set_trail_enabled(bool p_enabled); void set_trail_length(double p_seconds); bool is_emitting() const; int get_amount() const; double get_lifetime() const; bool get_one_shot() const; double get_pre_process_time() const; real_t get_explosiveness_ratio() const; real_t get_randomness_ratio() const; AABB get_visibility_aabb() const; bool get_use_local_coordinates() const; Ref<Material> get_process_material() const; double get_speed_scale() const; real_t get_collision_base_size() const; bool is_trail_enabled() const; double get_trail_length() 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_interpolate(bool p_enable); bool get_interpolate() const; void set_draw_order(DrawOrder p_order); DrawOrder get_draw_order() const; void set_draw_passes(int p_count); int get_draw_passes() const; void set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh); Ref<Mesh> get_draw_pass_mesh(int p_pass) const; TypedArray<String> get_configuration_warnings() const override; void set_sub_emitter(const NodePath &p_path); NodePath get_sub_emitter() const; void set_skin(const Ref<Skin> &p_skin); Ref<Skin> get_skin() const; void set_transform_align(TransformAlign p_align); TransformAlign get_transform_align() const; void restart(); enum EmitFlags { EMIT_FLAG_POSITION = RS::PARTICLES_EMIT_FLAG_POSITION, EMIT_FLAG_ROTATION_SCALE = RS::PARTICLES_EMIT_FLAG_ROTATION_SCALE, EMIT_FLAG_VELOCITY = RS::PARTICLES_EMIT_FLAG_VELOCITY, EMIT_FLAG_COLOR = RS::PARTICLES_EMIT_FLAG_COLOR, EMIT_FLAG_CUSTOM = RS::PARTICLES_EMIT_FLAG_CUSTOM }; void emit_particle(const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags); AABB capture_aabb() const; GPUParticles3D(); ~GPUParticles3D(); }; VARIANT_ENUM_CAST(GPUParticles3D::DrawOrder) VARIANT_ENUM_CAST(GPUParticles3D::TransformAlign) VARIANT_ENUM_CAST(GPUParticles3D::EmitFlags) #endif // PARTICLES_H