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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. */
/* 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
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