2018-08-29 20:38:13 +00:00
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/*************************************************************************/
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/* cpu_particles_2d.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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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2018-08-29 19:48:32 +00:00
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#ifndef CPU_PARTICLES_2D_H
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#define CPU_PARTICLES_2D_H
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2018-09-04 09:30:04 +00:00
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2018-09-11 16:13:45 +00:00
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#include "core/rid.h"
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2018-08-29 19:48:32 +00:00
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#include "scene/2d/node_2d.h"
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2018-09-04 09:30:04 +00:00
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#include "scene/resources/texture.h"
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2018-08-29 19:48:32 +00:00
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CPUParticles2D : public Node2D {
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private:
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GDCLASS(CPUParticles2D, Node2D);
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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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};
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enum Parameter {
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PARAM_INITIAL_LINEAR_VELOCITY,
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PARAM_ANGULAR_VELOCITY,
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PARAM_ORBIT_VELOCITY,
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PARAM_LINEAR_ACCEL,
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PARAM_RADIAL_ACCEL,
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PARAM_TANGENTIAL_ACCEL,
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PARAM_DAMPING,
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PARAM_ANGLE,
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PARAM_SCALE,
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PARAM_HUE_VARIATION,
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PARAM_ANIM_SPEED,
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PARAM_ANIM_OFFSET,
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PARAM_MAX
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};
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enum Flags {
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FLAG_ALIGN_Y_TO_VELOCITY,
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FLAG_ANIM_LOOP,
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FLAG_MAX
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};
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enum EmissionShape {
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EMISSION_SHAPE_POINT,
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EMISSION_SHAPE_CIRCLE,
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EMISSION_SHAPE_RECTANGLE,
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EMISSION_SHAPE_POINTS,
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EMISSION_SHAPE_DIRECTED_POINTS,
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};
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private:
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bool emitting;
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struct Particle {
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Transform2D transform;
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Color color;
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float custom[4];
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Vector2 velocity;
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bool active;
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float angle_rand;
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float scale_rand;
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float hue_rot_rand;
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float anim_offset_rand;
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float time;
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Color base_color;
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uint32_t seed;
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};
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float time;
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float inactive_time;
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float frame_remainder;
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int cycle;
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RID mesh;
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RID multimesh;
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PoolVector<Particle> particles;
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PoolVector<float> particle_data;
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PoolVector<int> particle_order;
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struct SortLifetime {
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const Particle *particles;
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bool operator()(int p_a, int p_b) const {
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return particles[p_a].time < particles[p_b].time;
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}
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};
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struct SortAxis {
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const Particle *particles;
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Vector2 axis;
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bool operator()(int p_a, int p_b) const {
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return axis.dot(particles[p_a].transform[2]) < axis.dot(particles[p_b].transform[2]);
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}
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};
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//
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bool one_shot;
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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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bool local_coords;
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int fixed_fps;
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bool fractional_delta;
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DrawOrder draw_order;
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Ref<Texture> texture;
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Ref<Texture> normalmap;
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////////
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float spread;
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float flatness;
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float parameters[PARAM_MAX];
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float randomness[PARAM_MAX];
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Ref<Curve> curve_parameters[PARAM_MAX];
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Color color;
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Ref<Gradient> color_ramp;
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bool flags[FLAG_MAX];
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EmissionShape emission_shape;
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float emission_sphere_radius;
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Vector2 emission_rect_extents;
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PoolVector<Vector2> emission_points;
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PoolVector<Vector2> emission_normals;
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PoolVector<Color> emission_colors;
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int emission_point_count;
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bool anim_loop;
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Vector2 gravity;
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void _particles_process(float p_delta);
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void _update_particle_data_buffer();
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Mutex *update_mutex;
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void _update_render_thread();
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void _update_mesh_texture();
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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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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 Rect2 &p_aabb);
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void set_use_local_coordinates(bool p_enable);
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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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Rect2 get_visibility_aabb() const;
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bool get_use_local_coordinates() 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_texture(const Ref<Texture> &p_texture);
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Ref<Texture> get_texture() const;
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void set_normalmap(const Ref<Texture> &p_normalmap);
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Ref<Texture> get_normalmap() const;
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///////////////////
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void set_spread(float p_spread);
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float get_spread() const;
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void set_flatness(float p_flatness);
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float get_flatness() const;
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void set_param(Parameter p_param, float p_value);
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float get_param(Parameter p_param) const;
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void set_param_randomness(Parameter p_param, float p_value);
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float get_param_randomness(Parameter p_param) const;
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void set_param_curve(Parameter p_param, const Ref<Curve> &p_curve);
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Ref<Curve> get_param_curve(Parameter p_param) const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_color_ramp(const Ref<Gradient> &p_texture);
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Ref<Gradient> get_color_ramp() const;
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void set_particle_flag(Flags p_flag, bool p_enable);
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bool get_particle_flag(Flags p_flag) const;
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void set_emission_shape(EmissionShape p_shape);
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void set_emission_sphere_radius(float p_radius);
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void set_emission_rect_extents(Vector2 p_extents);
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void set_emission_points(const PoolVector<Vector2> &p_points);
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void set_emission_normals(const PoolVector<Vector2> &p_normals);
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void set_emission_colors(const PoolVector<Color> &p_colors);
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void set_emission_point_count(int p_count);
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EmissionShape get_emission_shape() const;
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float get_emission_sphere_radius() const;
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Vector2 get_emission_rect_extents() const;
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PoolVector<Vector2> get_emission_points() const;
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PoolVector<Vector2> get_emission_normals() const;
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PoolVector<Color> get_emission_colors() const;
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int get_emission_point_count() const;
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void set_gravity(const Vector2 &p_gravity);
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Vector2 get_gravity() const;
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virtual String get_configuration_warning() const;
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void restart();
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void convert_from_particles(Node *p_particles);
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CPUParticles2D();
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~CPUParticles2D();
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};
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VARIANT_ENUM_CAST(CPUParticles2D::DrawOrder)
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VARIANT_ENUM_CAST(CPUParticles2D::Parameter)
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VARIANT_ENUM_CAST(CPUParticles2D::Flags)
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VARIANT_ENUM_CAST(CPUParticles2D::EmissionShape)
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#endif // CPU_PARTICLES_2D_H
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