mirror of
https://github.com/godotengine/godot
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138 lines
4.5 KiB
C++
138 lines
4.5 KiB
C++
/*************************************************************************/
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/* particles.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PARTICLES_H
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#define PARTICLES_H
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#include "core/rid.h"
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/material.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Particles : public GeometryInstance {
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private:
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GDCLASS(Particles, GeometryInstance);
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public:
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enum DrawOrder {
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DRAW_ORDER_INDEX,
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DRAW_ORDER_LIFETIME,
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DRAW_ORDER_VIEW_DEPTH,
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};
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enum {
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MAX_DRAW_PASSES = 4
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};
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private:
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RID particles;
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bool one_shot;
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int amount;
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float lifetime;
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float pre_process_time;
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float explosiveness_ratio;
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float randomness_ratio;
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float speed_scale;
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AABB visibility_aabb;
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bool local_coords;
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int fixed_fps;
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bool fractional_delta;
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Ref<Material> process_material;
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DrawOrder draw_order;
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Vector<Ref<Mesh> > draw_passes;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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AABB get_aabb() const;
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PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void set_emitting(bool p_emitting);
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void set_amount(int p_amount);
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void set_lifetime(float p_lifetime);
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void set_one_shot(bool p_one_shot);
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void set_pre_process_time(float p_time);
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void set_explosiveness_ratio(float p_ratio);
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void set_randomness_ratio(float p_ratio);
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void set_visibility_aabb(const AABB &p_aabb);
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void set_use_local_coordinates(bool p_enable);
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void set_process_material(const Ref<Material> &p_material);
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void set_speed_scale(float p_scale);
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bool is_emitting() const;
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int get_amount() const;
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float get_lifetime() const;
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bool get_one_shot() const;
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float get_pre_process_time() const;
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float get_explosiveness_ratio() const;
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float get_randomness_ratio() const;
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AABB get_visibility_aabb() const;
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bool get_use_local_coordinates() const;
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Ref<Material> get_process_material() const;
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float get_speed_scale() const;
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void set_fixed_fps(int p_count);
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int get_fixed_fps() const;
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void set_fractional_delta(bool p_enable);
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bool get_fractional_delta() const;
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void set_draw_order(DrawOrder p_order);
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DrawOrder get_draw_order() const;
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void set_draw_passes(int p_count);
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int get_draw_passes() const;
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void set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_draw_pass_mesh(int p_pass) const;
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virtual String get_configuration_warning() const;
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void restart();
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AABB capture_aabb() const;
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Particles();
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~Particles();
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};
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VARIANT_ENUM_CAST(Particles::DrawOrder)
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#endif // PARTICLES_H
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