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/*************************************************************************/
/* particles_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* 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. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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# include "particles_2d.h"
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# include "core/os/os.h"
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# include "scene/resources/particles_material.h"
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# include "scene/scene_string_names.h"
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# ifdef TOOLS_ENABLED
# include "core/engine.h"
# endif
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void Particles2D : : set_emitting ( bool p_emitting ) {
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VS : : get_singleton ( ) - > particles_set_emitting ( particles , p_emitting ) ;
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if ( p_emitting & & one_shot ) {
set_process_internal ( true ) ;
} else if ( ! p_emitting ) {
set_process_internal ( false ) ;
}
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}
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void Particles2D : : set_amount ( int p_amount ) {
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ERR_FAIL_COND ( p_amount < 1 ) ;
amount = p_amount ;
VS : : get_singleton ( ) - > particles_set_amount ( particles , amount ) ;
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}
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void Particles2D : : set_lifetime ( float p_lifetime ) {
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ERR_FAIL_COND ( p_lifetime < = 0 ) ;
lifetime = p_lifetime ;
VS : : get_singleton ( ) - > particles_set_lifetime ( particles , lifetime ) ;
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}
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void Particles2D : : set_one_shot ( bool p_enable ) {
one_shot = p_enable ;
VS : : get_singleton ( ) - > particles_set_one_shot ( particles , one_shot ) ;
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if ( is_emitting ( ) ) {
set_process_internal ( true ) ;
if ( ! one_shot )
VisualServer : : get_singleton ( ) - > particles_restart ( particles ) ;
}
if ( ! one_shot )
set_process_internal ( false ) ;
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}
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void Particles2D : : set_pre_process_time ( float p_time ) {
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pre_process_time = p_time ;
VS : : get_singleton ( ) - > particles_set_pre_process_time ( particles , pre_process_time ) ;
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}
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void Particles2D : : set_explosiveness_ratio ( float p_ratio ) {
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explosiveness_ratio = p_ratio ;
VS : : get_singleton ( ) - > particles_set_explosiveness_ratio ( particles , explosiveness_ratio ) ;
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}
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void Particles2D : : set_randomness_ratio ( float p_ratio ) {
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randomness_ratio = p_ratio ;
VS : : get_singleton ( ) - > particles_set_randomness_ratio ( particles , randomness_ratio ) ;
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}
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void Particles2D : : set_visibility_rect ( const Rect2 & p_visibility_rect ) {
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visibility_rect = p_visibility_rect ;
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AABB aabb ;
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aabb . position . x = p_visibility_rect . position . x ;
aabb . position . y = p_visibility_rect . position . y ;
aabb . size . x = p_visibility_rect . size . x ;
aabb . size . y = p_visibility_rect . size . y ;
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VS : : get_singleton ( ) - > particles_set_custom_aabb ( particles , aabb ) ;
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_change_notify ( " visibility_rect " ) ;
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update ( ) ;
}
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void Particles2D : : set_use_local_coordinates ( bool p_enable ) {
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local_coords = p_enable ;
VS : : get_singleton ( ) - > particles_set_use_local_coordinates ( particles , local_coords ) ;
set_notify_transform ( ! p_enable ) ;
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if ( ! p_enable & & is_inside_tree ( ) ) {
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_update_particle_emission_transform ( ) ;
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}
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}
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void Particles2D : : _update_particle_emission_transform ( ) {
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Transform2D xf2d = get_global_transform ( ) ;
Transform xf ;
xf . basis . set_axis ( 0 , Vector3 ( xf2d . get_axis ( 0 ) . x , xf2d . get_axis ( 0 ) . y , 0 ) ) ;
xf . basis . set_axis ( 1 , Vector3 ( xf2d . get_axis ( 1 ) . x , xf2d . get_axis ( 1 ) . y , 0 ) ) ;
xf . set_origin ( Vector3 ( xf2d . get_origin ( ) . x , xf2d . get_origin ( ) . y , 0 ) ) ;
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VS : : get_singleton ( ) - > particles_set_emission_transform ( particles , xf ) ;
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}
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void Particles2D : : set_process_material ( const Ref < Material > & p_material ) {
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process_material = p_material ;
Ref < ParticlesMaterial > pm = p_material ;
if ( pm . is_valid ( ) & & ! pm - > get_flag ( ParticlesMaterial : : FLAG_DISABLE_Z ) & & pm - > get_gravity ( ) = = Vector3 ( 0 , - 9.8 , 0 ) ) {
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// Likely a new (3D) material, modify it to match 2D space
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pm - > set_flag ( ParticlesMaterial : : FLAG_DISABLE_Z , true ) ;
pm - > set_gravity ( Vector3 ( 0 , 98 , 0 ) ) ;
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}
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RID material_rid ;
if ( process_material . is_valid ( ) )
material_rid = process_material - > get_rid ( ) ;
VS : : get_singleton ( ) - > particles_set_process_material ( particles , material_rid ) ;
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update_configuration_warning ( ) ;
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}
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void Particles2D : : set_speed_scale ( float p_scale ) {
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speed_scale = p_scale ;
VS : : get_singleton ( ) - > particles_set_speed_scale ( particles , p_scale ) ;
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}
bool Particles2D : : is_emitting ( ) const {
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return VS : : get_singleton ( ) - > particles_get_emitting ( particles ) ;
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}
int Particles2D : : get_amount ( ) const {
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return amount ;
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}
float Particles2D : : get_lifetime ( ) const {
return lifetime ;
}
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bool Particles2D : : get_one_shot ( ) const {
return one_shot ;
}
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float Particles2D : : get_pre_process_time ( ) const {
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return pre_process_time ;
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}
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float Particles2D : : get_explosiveness_ratio ( ) const {
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return explosiveness_ratio ;
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}
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float Particles2D : : get_randomness_ratio ( ) const {
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return randomness_ratio ;
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}
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Rect2 Particles2D : : get_visibility_rect ( ) const {
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return visibility_rect ;
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}
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bool Particles2D : : get_use_local_coordinates ( ) const {
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return local_coords ;
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}
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Ref < Material > Particles2D : : get_process_material ( ) const {
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return process_material ;
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}
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float Particles2D : : get_speed_scale ( ) const {
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return speed_scale ;
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}
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void Particles2D : : set_draw_order ( DrawOrder p_order ) {
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draw_order = p_order ;
VS : : get_singleton ( ) - > particles_set_draw_order ( particles , VS : : ParticlesDrawOrder ( p_order ) ) ;
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}
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Particles2D : : DrawOrder Particles2D : : get_draw_order ( ) const {
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return draw_order ;
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}
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void Particles2D : : set_fixed_fps ( int p_count ) {
fixed_fps = p_count ;
VS : : get_singleton ( ) - > particles_set_fixed_fps ( particles , p_count ) ;
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}
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int Particles2D : : get_fixed_fps ( ) const {
return fixed_fps ;
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}
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void Particles2D : : set_fractional_delta ( bool p_enable ) {
fractional_delta = p_enable ;
VS : : get_singleton ( ) - > particles_set_fractional_delta ( particles , p_enable ) ;
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}
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bool Particles2D : : get_fractional_delta ( ) const {
return fractional_delta ;
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}
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String Particles2D : : get_configuration_warning ( ) const {
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if ( OS : : get_singleton ( ) - > get_current_video_driver ( ) = = OS : : VIDEO_DRIVER_GLES2 ) {
return TTR ( " GPU-based particles are not supported by the GLES2 video driver. \n Use the CPUParticles2D node instead. You can use the \" Convert to CPUParticles \" option for this purpose. " ) ;
}
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String warnings ;
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if ( process_material . is_null ( ) ) {
if ( warnings ! = String ( ) )
warnings + = " \n " ;
warnings + = " - " + TTR ( " A material to process the particles is not assigned, so no behavior is imprinted. " ) ;
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} else {
CanvasItemMaterial * mat = Object : : cast_to < CanvasItemMaterial > ( get_material ( ) . ptr ( ) ) ;
if ( get_material ( ) . is_null ( ) | | ( mat & & ! mat - > get_particles_animation ( ) ) ) {
const ParticlesMaterial * process = Object : : cast_to < ParticlesMaterial > ( process_material . ptr ( ) ) ;
if ( process & &
( process - > get_param ( ParticlesMaterial : : PARAM_ANIM_SPEED ) ! = 0.0 | | process - > get_param ( ParticlesMaterial : : PARAM_ANIM_OFFSET ) ! = 0.0 | |
process - > get_param_texture ( ParticlesMaterial : : PARAM_ANIM_SPEED ) . is_valid ( ) | | process - > get_param_texture ( ParticlesMaterial : : PARAM_ANIM_OFFSET ) . is_valid ( ) ) ) {
if ( warnings ! = String ( ) )
warnings + = " \n " ;
warnings + = " - " + TTR ( " Particles2D animation requires the usage of a CanvasItemMaterial with \" Particles Animation \" enabled. " ) ;
}
}
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}
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return warnings ;
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}
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Rect2 Particles2D : : capture_rect ( ) const {
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AABB aabb = VS : : get_singleton ( ) - > particles_get_current_aabb ( particles ) ;
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Rect2 r ;
r . position . x = aabb . position . x ;
r . position . y = aabb . position . y ;
r . size . x = aabb . size . x ;
r . size . y = aabb . size . y ;
return r ;
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}
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void Particles2D : : set_texture ( const Ref < Texture > & p_texture ) {
texture = p_texture ;
update ( ) ;
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}
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Ref < Texture > Particles2D : : get_texture ( ) const {
return texture ;
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}
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void Particles2D : : set_normal_map ( const Ref < Texture > & p_normal_map ) {
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normal_map = p_normal_map ;
update ( ) ;
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}
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Ref < Texture > Particles2D : : get_normal_map ( ) const {
return normal_map ;
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}
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void Particles2D : : _validate_property ( PropertyInfo & property ) const {
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}
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void Particles2D : : restart ( ) {
VS : : get_singleton ( ) - > particles_restart ( particles ) ;
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VS : : get_singleton ( ) - > particles_set_emitting ( particles , true ) ;
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}
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void Particles2D : : _notification ( int p_what ) {
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if ( p_what = = NOTIFICATION_DRAW ) {
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RID texture_rid ;
if ( texture . is_valid ( ) )
texture_rid = texture - > get_rid ( ) ;
RID normal_rid ;
if ( normal_map . is_valid ( ) )
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normal_rid = normal_map - > get_rid ( ) ;
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VS : : get_singleton ( ) - > canvas_item_add_particles ( get_canvas_item ( ) , particles , texture_rid , normal_rid ) ;
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# ifdef TOOLS_ENABLED
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) & & ( this = = get_tree ( ) - > get_edited_scene_root ( ) | | get_tree ( ) - > get_edited_scene_root ( ) - > is_a_parent_of ( this ) ) ) {
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draw_rect ( visibility_rect , Color ( 0 , 0.7 , 0.9 , 0.4 ) , false ) ;
}
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# endif
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}
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if ( p_what = = NOTIFICATION_PAUSED | | p_what = = NOTIFICATION_UNPAUSED ) {
if ( can_process ( ) ) {
VS : : get_singleton ( ) - > particles_set_speed_scale ( particles , speed_scale ) ;
} else {
VS : : get_singleton ( ) - > particles_set_speed_scale ( particles , 0 ) ;
}
}
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if ( p_what = = NOTIFICATION_TRANSFORM_CHANGED ) {
_update_particle_emission_transform ( ) ;
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}
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if ( p_what = = NOTIFICATION_INTERNAL_PROCESS ) {
if ( one_shot & & ! is_emitting ( ) ) {
_change_notify ( ) ;
set_process_internal ( false ) ;
}
}
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}
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void Particles2D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_emitting " , " emitting " ) , & Particles2D : : set_emitting ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_amount " , " amount " ) , & Particles2D : : set_amount ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_lifetime " , " secs " ) , & Particles2D : : set_lifetime ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_one_shot " , " secs " ) , & Particles2D : : set_one_shot ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_pre_process_time " , " secs " ) , & Particles2D : : set_pre_process_time ) ;
ClassDB : : bind_method ( D_METHOD ( " set_explosiveness_ratio " , " ratio " ) , & Particles2D : : set_explosiveness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " set_randomness_ratio " , " ratio " ) , & Particles2D : : set_randomness_ratio ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_visibility_rect " , " visibility_rect " ) , & Particles2D : : set_visibility_rect ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_use_local_coordinates " , " enable " ) , & Particles2D : : set_use_local_coordinates ) ;
ClassDB : : bind_method ( D_METHOD ( " set_fixed_fps " , " fps " ) , & Particles2D : : set_fixed_fps ) ;
ClassDB : : bind_method ( D_METHOD ( " set_fractional_delta " , " enable " ) , & Particles2D : : set_fractional_delta ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_process_material " , " material " ) , & Particles2D : : set_process_material ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_speed_scale " , " scale " ) , & Particles2D : : set_speed_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_emitting " ) , & Particles2D : : is_emitting ) ;
ClassDB : : bind_method ( D_METHOD ( " get_amount " ) , & Particles2D : : get_amount ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_lifetime " ) , & Particles2D : : get_lifetime ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_one_shot " ) , & Particles2D : : get_one_shot ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_pre_process_time " ) , & Particles2D : : get_pre_process_time ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_explosiveness_ratio " ) , & Particles2D : : get_explosiveness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " get_randomness_ratio " ) , & Particles2D : : get_randomness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " get_visibility_rect " ) , & Particles2D : : get_visibility_rect ) ;
ClassDB : : bind_method ( D_METHOD ( " get_use_local_coordinates " ) , & Particles2D : : get_use_local_coordinates ) ;
ClassDB : : bind_method ( D_METHOD ( " get_fixed_fps " ) , & Particles2D : : get_fixed_fps ) ;
ClassDB : : bind_method ( D_METHOD ( " get_fractional_delta " ) , & Particles2D : : get_fractional_delta ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_process_material " ) , & Particles2D : : get_process_material ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_speed_scale " ) , & Particles2D : : get_speed_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " set_draw_order " , " order " ) , & Particles2D : : set_draw_order ) ;
ClassDB : : bind_method ( D_METHOD ( " get_draw_order " ) , & Particles2D : : get_draw_order ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_texture " , " texture " ) , & Particles2D : : set_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture " ) , & Particles2D : : get_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_normal_map " , " texture " ) , & Particles2D : : set_normal_map ) ;
ClassDB : : bind_method ( D_METHOD ( " get_normal_map " ) , & Particles2D : : get_normal_map ) ;
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ClassDB : : bind_method ( D_METHOD ( " capture_rect " ) , & Particles2D : : capture_rect ) ;
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ClassDB : : bind_method ( D_METHOD ( " restart " ) , & Particles2D : : restart ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " emitting " ) , " set_emitting " , " is_emitting " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " amount " , PROPERTY_HINT_EXP_RANGE , " 1,1000000,1 " ) , " set_amount " , " get_amount " ) ;
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ADD_GROUP ( " Time " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " lifetime " , PROPERTY_HINT_RANGE , " 0.01,600.0,0.01,or_greater " ) , " set_lifetime " , " get_lifetime " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " one_shot " ) , " set_one_shot " , " get_one_shot " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " preprocess " , PROPERTY_HINT_RANGE , " 0.00,600.0,0.01 " ) , " set_pre_process_time " , " get_pre_process_time " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " speed_scale " , PROPERTY_HINT_RANGE , " 0,64,0.01 " ) , " set_speed_scale " , " get_speed_scale " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " explosiveness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_explosiveness_ratio " , " get_explosiveness_ratio " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " randomness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_randomness_ratio " , " get_randomness_ratio " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " fixed_fps " , PROPERTY_HINT_RANGE , " 0,1000,1 " ) , " set_fixed_fps " , " get_fixed_fps " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " fract_delta " ) , " set_fractional_delta " , " get_fractional_delta " ) ;
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ADD_GROUP ( " Drawing " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : RECT2 , " visibility_rect " ) , " set_visibility_rect " , " get_visibility_rect " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " local_coords " ) , " set_use_local_coordinates " , " get_use_local_coordinates " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " draw_order " , PROPERTY_HINT_ENUM , " Index,Lifetime " ) , " set_draw_order " , " get_draw_order " ) ;
ADD_GROUP ( " Process Material " , " process_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " process_material " , PROPERTY_HINT_RESOURCE_TYPE , " ShaderMaterial,ParticlesMaterial " ) , " set_process_material " , " get_process_material " ) ;
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ADD_GROUP ( " Textures " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture " ) , " set_texture " , " get_texture " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " normal_map " , PROPERTY_HINT_RESOURCE_TYPE , " Texture " ) , " set_normal_map " , " get_normal_map " ) ;
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BIND_ENUM_CONSTANT ( DRAW_ORDER_INDEX ) ;
BIND_ENUM_CONSTANT ( DRAW_ORDER_LIFETIME ) ;
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}
Particles2D : : Particles2D ( ) {
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particles = VS : : get_singleton ( ) - > particles_create ( ) ;
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set_emitting ( true ) ;
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set_one_shot ( false ) ;
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set_amount ( 8 ) ;
set_lifetime ( 1 ) ;
set_fixed_fps ( 0 ) ;
set_fractional_delta ( true ) ;
set_pre_process_time ( 0 ) ;
set_explosiveness_ratio ( 0 ) ;
set_randomness_ratio ( 0 ) ;
set_visibility_rect ( Rect2 ( Vector2 ( - 100 , - 100 ) , Vector2 ( 200 , 200 ) ) ) ;
set_use_local_coordinates ( true ) ;
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set_draw_order ( DRAW_ORDER_INDEX ) ;
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set_speed_scale ( 1 ) ;
}
Particles2D : : ~ Particles2D ( ) {
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VS : : get_singleton ( ) - > free ( particles ) ;
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}