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/*************************************************************************/
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/* gpu_particles_2d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "gpu_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
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# include "core/config/engine.h"
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# endif
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void GPUParticles2D : : 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 ) {
set_process_internal ( true ) ;
} else if ( ! p_emitting ) {
set_process_internal ( false ) ;
}
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}
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void GPUParticles2D : : 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 GPUParticles2D : : 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 GPUParticles2D : : set_one_shot ( bool p_enable ) {
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one_shot = p_enable ;
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RS : : get_singleton ( ) - > particles_set_one_shot ( particles , one_shot ) ;
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if ( is_emitting ( ) ) {
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 GPUParticles2D : : 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 GPUParticles2D : : 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 GPUParticles2D : : 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 GPUParticles2D : : 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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RS : : 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 GPUParticles2D : : 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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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 GPUParticles2D : : _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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RS : : get_singleton ( ) - > particles_set_emission_transform ( particles , xf ) ;
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}
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void GPUParticles2D : : 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 ;
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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_warning ( ) ;
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}
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void GPUParticles2D : : 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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bool GPUParticles2D : : is_emitting ( ) const {
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return RS : : get_singleton ( ) - > particles_get_emitting ( particles ) ;
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}
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int GPUParticles2D : : get_amount ( ) const {
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return amount ;
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}
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float GPUParticles2D : : get_lifetime ( ) const {
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return lifetime ;
}
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bool GPUParticles2D : : get_one_shot ( ) const {
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return one_shot ;
}
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float GPUParticles2D : : get_pre_process_time ( ) const {
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return pre_process_time ;
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}
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float GPUParticles2D : : get_explosiveness_ratio ( ) const {
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return explosiveness_ratio ;
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}
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float GPUParticles2D : : get_randomness_ratio ( ) const {
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return randomness_ratio ;
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}
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Rect2 GPUParticles2D : : get_visibility_rect ( ) const {
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return visibility_rect ;
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}
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bool GPUParticles2D : : get_use_local_coordinates ( ) const {
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return local_coords ;
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}
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Ref < Material > GPUParticles2D : : get_process_material ( ) const {
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return process_material ;
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}
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float GPUParticles2D : : get_speed_scale ( ) const {
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return speed_scale ;
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}
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void GPUParticles2D : : 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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GPUParticles2D : : DrawOrder GPUParticles2D : : get_draw_order ( ) const {
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return draw_order ;
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}
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void GPUParticles2D : : 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 GPUParticles2D : : get_fixed_fps ( ) const {
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return fixed_fps ;
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}
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void GPUParticles2D : : 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 GPUParticles2D : : get_fractional_delta ( ) const {
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return fractional_delta ;
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}
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String GPUParticles2D : : get_configuration_warning ( ) const {
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if ( RenderingServer : : get_singleton ( ) - > is_low_end ( ) ) {
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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 CPUParticles2D \" option for this purpose. " ) ;
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}
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String warnings = Node2D : : get_configuration_warning ( ) ;
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if ( process_material . is_null ( ) ) {
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if ( warnings ! = String ( ) ) {
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warnings + = " \n " ;
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}
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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 ( ) ) ) {
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if ( warnings ! = String ( ) ) {
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warnings + = " \n " ;
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}
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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 GPUParticles2D : : capture_rect ( ) const {
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AABB aabb = RS : : 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 GPUParticles2D : : set_texture ( const Ref < Texture2D > & p_texture ) {
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texture = p_texture ;
update ( ) ;
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}
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Ref < Texture2D > GPUParticles2D : : get_texture ( ) const {
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return texture ;
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}
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void GPUParticles2D : : _validate_property ( PropertyInfo & property ) const {
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}
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void GPUParticles2D : : restart ( ) {
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RS : : get_singleton ( ) - > particles_restart ( particles ) ;
RS : : get_singleton ( ) - > particles_set_emitting ( particles , true ) ;
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}
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void GPUParticles2D : : _notification ( int p_what ) {
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if ( p_what = = NOTIFICATION_DRAW ) {
RID texture_rid ;
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if ( texture . is_valid ( ) ) {
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texture_rid = texture - > get_rid ( ) ;
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}
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RS : : get_singleton ( ) - > canvas_item_add_particles ( get_canvas_item ( ) , particles , texture_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 ( ) ) {
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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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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 GPUParticles2D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_emitting " , " emitting " ) , & GPUParticles2D : : set_emitting ) ;
ClassDB : : bind_method ( D_METHOD ( " set_amount " , " amount " ) , & GPUParticles2D : : set_amount ) ;
ClassDB : : bind_method ( D_METHOD ( " set_lifetime " , " secs " ) , & GPUParticles2D : : set_lifetime ) ;
ClassDB : : bind_method ( D_METHOD ( " set_one_shot " , " secs " ) , & GPUParticles2D : : set_one_shot ) ;
ClassDB : : bind_method ( D_METHOD ( " set_pre_process_time " , " secs " ) , & GPUParticles2D : : set_pre_process_time ) ;
ClassDB : : bind_method ( D_METHOD ( " set_explosiveness_ratio " , " ratio " ) , & GPUParticles2D : : set_explosiveness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " set_randomness_ratio " , " ratio " ) , & GPUParticles2D : : set_randomness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " set_visibility_rect " , " visibility_rect " ) , & GPUParticles2D : : set_visibility_rect ) ;
ClassDB : : bind_method ( D_METHOD ( " set_use_local_coordinates " , " enable " ) , & GPUParticles2D : : set_use_local_coordinates ) ;
ClassDB : : bind_method ( D_METHOD ( " set_fixed_fps " , " fps " ) , & GPUParticles2D : : set_fixed_fps ) ;
ClassDB : : bind_method ( D_METHOD ( " set_fractional_delta " , " enable " ) , & GPUParticles2D : : set_fractional_delta ) ;
ClassDB : : bind_method ( D_METHOD ( " set_process_material " , " material " ) , & GPUParticles2D : : set_process_material ) ;
ClassDB : : bind_method ( D_METHOD ( " set_speed_scale " , " scale " ) , & GPUParticles2D : : set_speed_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " is_emitting " ) , & GPUParticles2D : : is_emitting ) ;
ClassDB : : bind_method ( D_METHOD ( " get_amount " ) , & GPUParticles2D : : get_amount ) ;
ClassDB : : bind_method ( D_METHOD ( " get_lifetime " ) , & GPUParticles2D : : get_lifetime ) ;
ClassDB : : bind_method ( D_METHOD ( " get_one_shot " ) , & GPUParticles2D : : get_one_shot ) ;
ClassDB : : bind_method ( D_METHOD ( " get_pre_process_time " ) , & GPUParticles2D : : get_pre_process_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_explosiveness_ratio " ) , & GPUParticles2D : : get_explosiveness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " get_randomness_ratio " ) , & GPUParticles2D : : get_randomness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " get_visibility_rect " ) , & GPUParticles2D : : get_visibility_rect ) ;
ClassDB : : bind_method ( D_METHOD ( " get_use_local_coordinates " ) , & GPUParticles2D : : get_use_local_coordinates ) ;
ClassDB : : bind_method ( D_METHOD ( " get_fixed_fps " ) , & GPUParticles2D : : get_fixed_fps ) ;
ClassDB : : bind_method ( D_METHOD ( " get_fractional_delta " ) , & GPUParticles2D : : get_fractional_delta ) ;
ClassDB : : bind_method ( D_METHOD ( " get_process_material " ) , & GPUParticles2D : : get_process_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_speed_scale " ) , & GPUParticles2D : : get_speed_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " set_draw_order " , " order " ) , & GPUParticles2D : : set_draw_order ) ;
ClassDB : : bind_method ( D_METHOD ( " get_draw_order " ) , & GPUParticles2D : : get_draw_order ) ;
ClassDB : : bind_method ( D_METHOD ( " set_texture " , " texture " ) , & GPUParticles2D : : set_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture " ) , & GPUParticles2D : : get_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " capture_rect " ) , & GPUParticles2D : : capture_rect ) ;
ClassDB : : bind_method ( D_METHOD ( " restart " ) , & GPUParticles2D : : 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 " , " " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " 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 " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " preprocess " , PROPERTY_HINT_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 " ) ;
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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 " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " ) ;
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BIND_ENUM_CONSTANT ( DRAW_ORDER_INDEX ) ;
BIND_ENUM_CONSTANT ( DRAW_ORDER_LIFETIME ) ;
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}
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GPUParticles2D : : GPUParticles2D ( ) {
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particles = RS : : get_singleton ( ) - > particles_create ( ) ;
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one_shot = false ; // Needed so that set_emitting doesn't access uninitialized values
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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 ) ;
}
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GPUParticles2D : : ~ GPUParticles2D ( ) {
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RS : : get_singleton ( ) - > free ( particles ) ;
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}