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/*************************************************************************/
/* particles_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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"
#include "scene/resources/color_ramp.h"
class Particles2D;
class ParticleAttractor2D : public Node2D {
GDCLASS(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;
virtual String get_configuration_warning() const;
ParticleAttractor2D();
};
class Particles2D : public Node2D {
GDCLASS(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_ANGLE,
PARAM_INITIAL_SIZE,
PARAM_FINAL_SIZE,
PARAM_HUE_VARIATION,
PARAM_ANIM_SPEED_SCALE,
PARAM_ANIM_INITIAL_POS,
PARAM_MAX
};
enum {
MAX_COLOR_PHASES=4
};
enum ProcessMode {
PROCESS_FIXED,
PROCESS_IDLE,
};
private:
float param[PARAM_MAX];
float randomness[PARAM_MAX];
struct Particle {
bool active;
Point2 pos;
Vector2 velocity;
float rot;
float frame;
uint64_t seed;
Particle() { active=false; seed=123465789; rot=0; frame=0;}
};
Vector<Particle> particles;
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;
bool flip_h;
bool flip_v;
int h_frames;
int v_frames;
Point2 emissor_offset;
Vector2 initial_velocity;
Vector2 extents;
PoolVector<Vector2> emission_points;
ProcessMode process_mode;
float time;
int active_count;
Ref<Texture> texture;
//If no color ramp is set then default color is used. Created as simple alternative to color_ramp.
Color default_color;
Ref<ColorRamp> color_ramp;
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_process_mode(ProcessMode p_mode);
ProcessMode get_process_mode() 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_flip_h(bool p_flip);
bool is_flipped_h() const;
void set_flip_v(bool p_flip);
bool is_flipped_v() const;
void set_h_frames(int p_frames);
int get_h_frames() const;
void set_v_frames(int p_frames);
int get_v_frames() 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_color(const Color& p_color);
Color get_color() const;
void set_color_ramp(const Ref<ColorRamp>& p_texture);
Ref<ColorRamp> get_color_ramp() 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 PoolVector<Vector2>& p_points);
PoolVector<Vector2> get_emission_points() const;
void pre_process(float p_delta);
void reset();
Particles2D();
};
VARIANT_ENUM_CAST( Particles2D::ProcessMode );
VARIANT_ENUM_CAST( Particles2D::Parameter );
#endif // PARTICLES_FRAME_H
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