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/*************************************************************************/
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/* gpu_particles_3d.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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_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 ) {
set_process_internal ( true ) ;
} else if ( ! p_emitting ) {
set_process_internal ( false ) ;
}
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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 ( ) ) {
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 ;
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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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 ) {
collision_base_size = p_size ;
RS : : get_singleton ( ) - > particles_set_collision_base_size ( particles , p_size ) ;
}
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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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float GPUParticles3D : : get_lifetime ( ) const {
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return lifetime ;
}
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bool GPUParticles3D : : get_one_shot ( ) const {
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return one_shot ;
}
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float GPUParticles3D : : get_pre_process_time ( ) const {
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return pre_process_time ;
}
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float GPUParticles3D : : get_explosiveness_ratio ( ) const {
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return explosiveness_ratio ;
}
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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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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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float GPUParticles3D : : get_collision_base_size ( ) const {
return collision_base_size ;
}
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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 ) ;
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_warning ( ) ;
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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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String GPUParticles3D : : 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 CPUParticles3D node instead. You can use the \" Convert to CPUParticles3D \" option for this purpose. " ) ;
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}
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String warnings = GeometryInstance3D : : get_configuration_warning ( ) ;
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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 + + ) {
if ( draw_passes [ i ] . is_valid ( ) ) {
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 ( ) ) ;
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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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 ( ) ) ;
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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if ( warnings ! = String ( ) ) {
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warnings + = " \n " ;
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}
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warnings + = " - " + TTR ( " Nothing is visible because meshes have not been assigned to draw passes. " ) ;
}
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 {
const ParticlesMaterial * process = Object : : cast_to < ParticlesMaterial > ( process_material . ptr ( ) ) ;
if ( ! anim_material_found & & 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 ( " Particles animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \" Particle Billboard \" . " ) ;
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}
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}
return warnings ;
}
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void GPUParticles3D : : restart ( ) {
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RenderingServer : : get_singleton ( ) - > particles_restart ( particles ) ;
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_ " ) ) {
int index = property . name . get_slicec ( ' _ ' , 2 ) . to_int ( ) - 1 ;
if ( index > = draw_passes . size ( ) ) {
property . usage = 0 ;
return ;
}
}
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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 ) {
RS : : get_singleton ( ) - > particles_emit ( particles , p_transform , p_velocity , p_color , p_custom , p_emit_flags ) ;
}
void GPUParticles3D : : _attach_sub_emitter ( ) {
Node * n = get_node_or_null ( sub_emitter ) ;
if ( n ) {
GPUParticles3D * sen = Object : : cast_to < GPUParticles3D > ( n ) ;
if ( sen & & sen ! = this ) {
RS : : get_singleton ( ) - > particles_set_subemitter ( particles , sen - > particles ) ;
}
}
}
void GPUParticles3D : : set_sub_emitter ( const NodePath & p_path ) {
if ( is_inside_tree ( ) ) {
RS : : get_singleton ( ) - > particles_set_subemitter ( particles , RID ( ) ) ;
}
sub_emitter = p_path ;
if ( is_inside_tree ( ) & & sub_emitter ! = NodePath ( ) ) {
_attach_sub_emitter ( ) ;
}
}
NodePath GPUParticles3D : : get_sub_emitter ( ) const {
return sub_emitter ;
}
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void GPUParticles3D : : _notification ( int p_what ) {
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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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// Use internal process when emitting and one_shot are on so that when
// the shot ends the editor can properly update
if ( p_what = = NOTIFICATION_INTERNAL_PROCESS ) {
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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if ( p_what = = NOTIFICATION_ENTER_TREE ) {
if ( sub_emitter ! = NodePath ( ) ) {
_attach_sub_emitter ( ) ;
}
}
if ( p_what = = NOTIFICATION_EXIT_TREE ) {
RS : : get_singleton ( ) - > particles_set_subemitter ( particles , RID ( ) ) ;
}
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if ( p_what = = NOTIFICATION_VISIBILITY_CHANGED ) {
// 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 ) ) {
RS : : get_singleton ( ) - > particles_request_process ( particles ) ;
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}
}
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}
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void GPUParticles3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_emitting " , " emitting " ) , & GPUParticles3D : : set_emitting ) ;
ClassDB : : bind_method ( D_METHOD ( " set_amount " , " amount " ) , & GPUParticles3D : : set_amount ) ;
ClassDB : : bind_method ( D_METHOD ( " set_lifetime " , " secs " ) , & GPUParticles3D : : set_lifetime ) ;
ClassDB : : bind_method ( D_METHOD ( " set_one_shot " , " enable " ) , & GPUParticles3D : : set_one_shot ) ;
ClassDB : : bind_method ( D_METHOD ( " set_pre_process_time " , " secs " ) , & GPUParticles3D : : set_pre_process_time ) ;
ClassDB : : bind_method ( D_METHOD ( " set_explosiveness_ratio " , " ratio " ) , & GPUParticles3D : : set_explosiveness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " set_randomness_ratio " , " ratio " ) , & GPUParticles3D : : set_randomness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " set_visibility_aabb " , " aabb " ) , & GPUParticles3D : : set_visibility_aabb ) ;
ClassDB : : bind_method ( D_METHOD ( " set_use_local_coordinates " , " enable " ) , & GPUParticles3D : : set_use_local_coordinates ) ;
ClassDB : : bind_method ( D_METHOD ( " set_fixed_fps " , " fps " ) , & GPUParticles3D : : set_fixed_fps ) ;
ClassDB : : bind_method ( D_METHOD ( " set_fractional_delta " , " enable " ) , & GPUParticles3D : : set_fractional_delta ) ;
ClassDB : : bind_method ( D_METHOD ( " set_process_material " , " material " ) , & GPUParticles3D : : set_process_material ) ;
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 ) ;
ClassDB : : bind_method ( D_METHOD ( " get_amount " ) , & GPUParticles3D : : get_amount ) ;
ClassDB : : bind_method ( D_METHOD ( " get_lifetime " ) , & GPUParticles3D : : get_lifetime ) ;
ClassDB : : bind_method ( D_METHOD ( " get_one_shot " ) , & GPUParticles3D : : get_one_shot ) ;
ClassDB : : bind_method ( D_METHOD ( " get_pre_process_time " ) , & GPUParticles3D : : get_pre_process_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_explosiveness_ratio " ) , & GPUParticles3D : : get_explosiveness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " get_randomness_ratio " ) , & GPUParticles3D : : get_randomness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " get_visibility_aabb " ) , & GPUParticles3D : : get_visibility_aabb ) ;
ClassDB : : bind_method ( D_METHOD ( " get_use_local_coordinates " ) , & GPUParticles3D : : get_use_local_coordinates ) ;
ClassDB : : bind_method ( D_METHOD ( " get_fixed_fps " ) , & GPUParticles3D : : get_fixed_fps ) ;
ClassDB : : bind_method ( D_METHOD ( " get_fractional_delta " ) , & GPUParticles3D : : get_fractional_delta ) ;
ClassDB : : bind_method ( D_METHOD ( " get_process_material " ) , & GPUParticles3D : : get_process_material ) ;
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 ) ;
ClassDB : : bind_method ( D_METHOD ( " get_draw_order " ) , & GPUParticles3D : : get_draw_order ) ;
ClassDB : : bind_method ( D_METHOD ( " set_draw_passes " , " passes " ) , & GPUParticles3D : : set_draw_passes ) ;
ClassDB : : bind_method ( D_METHOD ( " set_draw_pass_mesh " , " pass " , " mesh " ) , & GPUParticles3D : : set_draw_pass_mesh ) ;
ClassDB : : bind_method ( D_METHOD ( " get_draw_passes " ) , & GPUParticles3D : : get_draw_passes ) ;
ClassDB : : bind_method ( D_METHOD ( " get_draw_pass_mesh " , " pass " ) , & GPUParticles3D : : get_draw_pass_mesh ) ;
ClassDB : : bind_method ( D_METHOD ( " restart " ) , & GPUParticles3D : : restart ) ;
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 ) ;
ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter " ) , & GPUParticles3D : : get_sub_emitter ) ;
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 " , " " ) ;
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_EXP_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.
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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 " ) ;
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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 ( " 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 " ) ;
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ADD_GROUP ( " Drawing " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : AABB , " visibility_aabb " ) , " set_visibility_aabb " , " get_visibility_aabb " ) ;
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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,View Depth " ) , " set_draw_order " , " get_draw_order " ) ;
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ADD_GROUP ( " Process Material " , " " ) ;
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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 ( " 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 ) ;
}
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BIND_ENUM_CONSTANT ( DRAW_ORDER_INDEX ) ;
BIND_ENUM_CONSTANT ( DRAW_ORDER_LIFETIME ) ;
BIND_ENUM_CONSTANT ( DRAW_ORDER_VIEW_DEPTH ) ;
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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 ) ;
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BIND_CONSTANT ( MAX_DRAW_PASSES ) ;
}
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GPUParticles3D : : GPUParticles3D ( ) {
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particles = RS : : get_singleton ( ) - > particles_create ( ) ;
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set_base ( particles ) ;
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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 ) ;
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set_lifetime ( 1 ) ;
set_fixed_fps ( 0 ) ;
set_fractional_delta ( true ) ;
set_pre_process_time ( 0 ) ;
set_explosiveness_ratio ( 0 ) ;
set_randomness_ratio ( 0 ) ;
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set_visibility_aabb ( AABB ( Vector3 ( - 4 , - 4 , - 4 ) , Vector3 ( 8 , 8 , 8 ) ) ) ;
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set_use_local_coordinates ( true ) ;
set_draw_passes ( 1 ) ;
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set_draw_order ( DRAW_ORDER_INDEX ) ;
set_speed_scale ( 1 ) ;
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set_collision_base_size ( 0.01 ) ;
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}
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GPUParticles3D : : ~ GPUParticles3D ( ) {
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RS : : get_singleton ( ) - > free ( particles ) ;
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}