481 lines
19 KiB
C++
481 lines
19 KiB
C++
/*************************************************************************/
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/* gpu_particles_3d.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "gpu_particles_3d.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 "servers/rendering_server.h"
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AABB GPUParticles3D::get_aabb() const {
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return AABB();
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}
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Vector<Face3> GPUParticles3D::get_faces(uint32_t p_usage_flags) const {
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return Vector<Face3>();
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}
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void GPUParticles3D::set_emitting(bool p_emitting) {
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RS::get_singleton()->particles_set_emitting(particles, p_emitting);
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if (p_emitting && one_shot) {
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set_process_internal(true);
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} else if (!p_emitting) {
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set_process_internal(false);
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}
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}
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void GPUParticles3D::set_amount(int p_amount) {
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ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
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amount = p_amount;
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RS::get_singleton()->particles_set_amount(particles, amount);
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}
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void GPUParticles3D::set_lifetime(float p_lifetime) {
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ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
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lifetime = p_lifetime;
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RS::get_singleton()->particles_set_lifetime(particles, lifetime);
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}
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void GPUParticles3D::set_one_shot(bool p_one_shot) {
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one_shot = p_one_shot;
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RS::get_singleton()->particles_set_one_shot(particles, one_shot);
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if (is_emitting()) {
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set_process_internal(true);
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if (!one_shot) {
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RenderingServer::get_singleton()->particles_restart(particles);
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}
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}
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if (!one_shot) {
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set_process_internal(false);
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}
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}
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void GPUParticles3D::set_pre_process_time(float p_time) {
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pre_process_time = p_time;
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RS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
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}
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void GPUParticles3D::set_explosiveness_ratio(float p_ratio) {
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explosiveness_ratio = p_ratio;
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RS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
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}
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void GPUParticles3D::set_randomness_ratio(float p_ratio) {
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randomness_ratio = p_ratio;
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RS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
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}
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void GPUParticles3D::set_visibility_aabb(const AABB &p_aabb) {
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visibility_aabb = p_aabb;
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RS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb);
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update_gizmo();
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}
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void GPUParticles3D::set_use_local_coordinates(bool p_enable) {
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local_coords = p_enable;
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RS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
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}
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void GPUParticles3D::set_process_material(const Ref<Material> &p_material) {
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process_material = p_material;
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RID material_rid;
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if (process_material.is_valid()) {
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material_rid = process_material->get_rid();
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}
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RS::get_singleton()->particles_set_process_material(particles, material_rid);
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update_configuration_warnings();
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}
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void GPUParticles3D::set_speed_scale(float p_scale) {
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speed_scale = p_scale;
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RS::get_singleton()->particles_set_speed_scale(particles, p_scale);
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}
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void GPUParticles3D::set_collision_base_size(float p_size) {
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collision_base_size = p_size;
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RS::get_singleton()->particles_set_collision_base_size(particles, p_size);
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}
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bool GPUParticles3D::is_emitting() const {
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return RS::get_singleton()->particles_get_emitting(particles);
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}
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int GPUParticles3D::get_amount() const {
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return amount;
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}
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float GPUParticles3D::get_lifetime() const {
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return lifetime;
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}
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bool GPUParticles3D::get_one_shot() const {
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return one_shot;
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}
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float GPUParticles3D::get_pre_process_time() const {
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return pre_process_time;
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}
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float GPUParticles3D::get_explosiveness_ratio() const {
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return explosiveness_ratio;
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}
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float GPUParticles3D::get_randomness_ratio() const {
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return randomness_ratio;
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}
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AABB GPUParticles3D::get_visibility_aabb() const {
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return visibility_aabb;
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}
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bool GPUParticles3D::get_use_local_coordinates() const {
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return local_coords;
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}
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Ref<Material> GPUParticles3D::get_process_material() const {
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return process_material;
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}
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float GPUParticles3D::get_speed_scale() const {
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return speed_scale;
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}
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float GPUParticles3D::get_collision_base_size() const {
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return collision_base_size;
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}
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void GPUParticles3D::set_draw_order(DrawOrder p_order) {
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draw_order = p_order;
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RS::get_singleton()->particles_set_draw_order(particles, RS::ParticlesDrawOrder(p_order));
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}
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GPUParticles3D::DrawOrder GPUParticles3D::get_draw_order() const {
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return draw_order;
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}
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void GPUParticles3D::set_draw_passes(int p_count) {
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ERR_FAIL_COND(p_count < 1);
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draw_passes.resize(p_count);
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RS::get_singleton()->particles_set_draw_passes(particles, p_count);
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notify_property_list_changed();
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}
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int GPUParticles3D::get_draw_passes() const {
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return draw_passes.size();
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}
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void GPUParticles3D::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) {
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ERR_FAIL_INDEX(p_pass, draw_passes.size());
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draw_passes.write[p_pass] = p_mesh;
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RID mesh_rid;
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if (p_mesh.is_valid()) {
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mesh_rid = p_mesh->get_rid();
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}
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RS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid);
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update_configuration_warnings();
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}
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Ref<Mesh> GPUParticles3D::get_draw_pass_mesh(int p_pass) const {
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ERR_FAIL_INDEX_V(p_pass, draw_passes.size(), Ref<Mesh>());
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return draw_passes[p_pass];
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}
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void GPUParticles3D::set_fixed_fps(int p_count) {
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fixed_fps = p_count;
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RS::get_singleton()->particles_set_fixed_fps(particles, p_count);
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}
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int GPUParticles3D::get_fixed_fps() const {
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return fixed_fps;
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}
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void GPUParticles3D::set_fractional_delta(bool p_enable) {
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fractional_delta = p_enable;
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RS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
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}
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bool GPUParticles3D::get_fractional_delta() const {
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return fractional_delta;
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}
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TypedArray<String> GPUParticles3D::get_configuration_warnings() const {
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TypedArray<String> warnings = Node::get_configuration_warnings();
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if (RenderingServer::get_singleton()->is_low_end()) {
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warnings.push_back(TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles3D node instead. You can use the \"Convert to CPUParticles3D\" option for this purpose."));
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}
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bool meshes_found = false;
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bool anim_material_found = false;
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for (int i = 0; i < draw_passes.size(); i++) {
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if (draw_passes[i].is_valid()) {
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meshes_found = true;
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for (int j = 0; j < draw_passes[i]->get_surface_count(); j++) {
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anim_material_found = Object::cast_to<ShaderMaterial>(draw_passes[i]->surface_get_material(j).ptr()) != nullptr;
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StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(draw_passes[i]->surface_get_material(j).ptr());
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anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
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}
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if (anim_material_found) {
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break;
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}
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}
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}
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anim_material_found = anim_material_found || Object::cast_to<ShaderMaterial>(get_material_override().ptr()) != nullptr;
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StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(get_material_override().ptr());
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anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
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if (!meshes_found) {
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warnings.push_back(TTR("Nothing is visible because meshes have not been assigned to draw passes."));
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}
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if (process_material.is_null()) {
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warnings.push_back(TTR("A material to process the particles is not assigned, so no behavior is imprinted."));
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} else {
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const ParticlesMaterial *process = Object::cast_to<ParticlesMaterial>(process_material.ptr());
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if (!anim_material_found && process &&
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(process->get_param(ParticlesMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param(ParticlesMaterial::PARAM_ANIM_OFFSET) != 0.0 ||
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process->get_param_texture(ParticlesMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_OFFSET).is_valid())) {
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warnings.push_back(TTR("Particles animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."));
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}
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}
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return warnings;
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}
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void GPUParticles3D::restart() {
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RenderingServer::get_singleton()->particles_restart(particles);
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RenderingServer::get_singleton()->particles_set_emitting(particles, true);
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}
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AABB GPUParticles3D::capture_aabb() const {
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return RS::get_singleton()->particles_get_current_aabb(particles);
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}
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void GPUParticles3D::_validate_property(PropertyInfo &property) const {
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if (property.name.begins_with("draw_pass_")) {
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int index = property.name.get_slicec('_', 2).to_int() - 1;
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if (index >= draw_passes.size()) {
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property.usage = 0;
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return;
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}
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}
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}
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void GPUParticles3D::emit_particle(const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
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RS::get_singleton()->particles_emit(particles, p_transform, p_velocity, p_color, p_custom, p_emit_flags);
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}
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void GPUParticles3D::_attach_sub_emitter() {
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Node *n = get_node_or_null(sub_emitter);
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if (n) {
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GPUParticles3D *sen = Object::cast_to<GPUParticles3D>(n);
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if (sen && sen != this) {
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RS::get_singleton()->particles_set_subemitter(particles, sen->particles);
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}
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}
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}
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void GPUParticles3D::set_sub_emitter(const NodePath &p_path) {
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if (is_inside_tree()) {
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RS::get_singleton()->particles_set_subemitter(particles, RID());
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}
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sub_emitter = p_path;
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if (is_inside_tree() && sub_emitter != NodePath()) {
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_attach_sub_emitter();
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}
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}
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NodePath GPUParticles3D::get_sub_emitter() const {
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return sub_emitter;
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}
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void GPUParticles3D::_notification(int p_what) {
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if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
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if (can_process()) {
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RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
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} else {
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RS::get_singleton()->particles_set_speed_scale(particles, 0);
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}
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}
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// Use internal process when emitting and one_shot is on so that when
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// the shot ends the editor can properly update
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if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
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if (one_shot && !is_emitting()) {
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notify_property_list_changed();
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set_process_internal(false);
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}
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}
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if (p_what == NOTIFICATION_ENTER_TREE) {
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if (sub_emitter != NodePath()) {
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_attach_sub_emitter();
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}
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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RS::get_singleton()->particles_set_subemitter(particles, RID());
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}
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if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
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// make sure particles are updated before rendering occurs if they were active before
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if (is_visible_in_tree() && !RS::get_singleton()->particles_is_inactive(particles)) {
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RS::get_singleton()->particles_request_process(particles);
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}
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}
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}
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void GPUParticles3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &GPUParticles3D::set_emitting);
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ClassDB::bind_method(D_METHOD("set_amount", "amount"), &GPUParticles3D::set_amount);
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ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &GPUParticles3D::set_lifetime);
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ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &GPUParticles3D::set_one_shot);
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ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &GPUParticles3D::set_pre_process_time);
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ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &GPUParticles3D::set_explosiveness_ratio);
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ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &GPUParticles3D::set_randomness_ratio);
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ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &GPUParticles3D::set_visibility_aabb);
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ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &GPUParticles3D::set_use_local_coordinates);
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ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &GPUParticles3D::set_fixed_fps);
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ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &GPUParticles3D::set_fractional_delta);
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ClassDB::bind_method(D_METHOD("set_process_material", "material"), &GPUParticles3D::set_process_material);
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ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &GPUParticles3D::set_speed_scale);
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ClassDB::bind_method(D_METHOD("set_collision_base_size", "size"), &GPUParticles3D::set_collision_base_size);
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ClassDB::bind_method(D_METHOD("is_emitting"), &GPUParticles3D::is_emitting);
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ClassDB::bind_method(D_METHOD("get_amount"), &GPUParticles3D::get_amount);
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ClassDB::bind_method(D_METHOD("get_lifetime"), &GPUParticles3D::get_lifetime);
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ClassDB::bind_method(D_METHOD("get_one_shot"), &GPUParticles3D::get_one_shot);
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ClassDB::bind_method(D_METHOD("get_pre_process_time"), &GPUParticles3D::get_pre_process_time);
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ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &GPUParticles3D::get_explosiveness_ratio);
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ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &GPUParticles3D::get_randomness_ratio);
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ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &GPUParticles3D::get_visibility_aabb);
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ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &GPUParticles3D::get_use_local_coordinates);
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ClassDB::bind_method(D_METHOD("get_fixed_fps"), &GPUParticles3D::get_fixed_fps);
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ClassDB::bind_method(D_METHOD("get_fractional_delta"), &GPUParticles3D::get_fractional_delta);
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ClassDB::bind_method(D_METHOD("get_process_material"), &GPUParticles3D::get_process_material);
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ClassDB::bind_method(D_METHOD("get_speed_scale"), &GPUParticles3D::get_speed_scale);
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ClassDB::bind_method(D_METHOD("get_collision_base_size"), &GPUParticles3D::get_collision_base_size);
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ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &GPUParticles3D::set_draw_order);
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ClassDB::bind_method(D_METHOD("get_draw_order"), &GPUParticles3D::get_draw_order);
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ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &GPUParticles3D::set_draw_passes);
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ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh"), &GPUParticles3D::set_draw_pass_mesh);
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ClassDB::bind_method(D_METHOD("get_draw_passes"), &GPUParticles3D::get_draw_passes);
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ClassDB::bind_method(D_METHOD("get_draw_pass_mesh", "pass"), &GPUParticles3D::get_draw_pass_mesh);
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ClassDB::bind_method(D_METHOD("restart"), &GPUParticles3D::restart);
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ClassDB::bind_method(D_METHOD("capture_aabb"), &GPUParticles3D::capture_aabb);
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ClassDB::bind_method(D_METHOD("set_sub_emitter", "path"), &GPUParticles3D::set_sub_emitter);
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ClassDB::bind_method(D_METHOD("get_sub_emitter"), &GPUParticles3D::get_sub_emitter);
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ClassDB::bind_method(D_METHOD("emit_particle", "xform", "velocity", "color", "custom", "flags"), &GPUParticles3D::emit_particle);
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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_PROPERTY(PropertyInfo(Variant::NODE_PATH, "sub_emitter", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GPUParticles3D"), "set_sub_emitter", "get_sub_emitter");
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ADD_GROUP("Time", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_EXP_RANGE, "0.01,600.0,0.01,or_greater"), "set_lifetime", "get_lifetime");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "preprocess", PROPERTY_HINT_EXP_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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");
|
|
ADD_GROUP("Collision", "collision_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_base_size", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_collision_base_size", "get_collision_base_size");
|
|
ADD_GROUP("Drawing", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::AABB, "visibility_aabb"), "set_visibility_aabb", "get_visibility_aabb");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime,View Depth"), "set_draw_order", "get_draw_order");
|
|
ADD_GROUP("Process Material", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material");
|
|
ADD_GROUP("Draw Passes", "draw_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes");
|
|
for (int i = 0; i < MAX_DRAW_PASSES; i++) {
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "draw_pass_" + itos(i + 1), PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_draw_pass_mesh", "get_draw_pass_mesh", i);
|
|
}
|
|
|
|
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
|
|
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
|
|
BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH);
|
|
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_ROTATION_SCALE);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM);
|
|
|
|
BIND_CONSTANT(MAX_DRAW_PASSES);
|
|
}
|
|
|
|
GPUParticles3D::GPUParticles3D() {
|
|
particles = RS::get_singleton()->particles_create();
|
|
set_base(particles);
|
|
one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
|
|
set_emitting(true);
|
|
set_one_shot(false);
|
|
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_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)));
|
|
set_use_local_coordinates(true);
|
|
set_draw_passes(1);
|
|
set_draw_order(DRAW_ORDER_INDEX);
|
|
set_speed_scale(1);
|
|
set_collision_base_size(0.01);
|
|
}
|
|
|
|
GPUParticles3D::~GPUParticles3D() {
|
|
RS::get_singleton()->free(particles);
|
|
}
|