Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
297 lines
8.1 KiB
C++
297 lines
8.1 KiB
C++
/*************************************************************************/
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/* cpu_particles_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CPU_PARTICLES_2D_H
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#define CPU_PARTICLES_2D_H
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#include "core/rid.h"
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#include "scene/2d/node_2d.h"
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#include "scene/resources/texture.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CPUParticles2D : public Node2D {
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private:
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GDCLASS(CPUParticles2D, Node2D);
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public:
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enum DrawOrder {
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DRAW_ORDER_INDEX,
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DRAW_ORDER_LIFETIME,
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};
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enum Parameter {
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PARAM_INITIAL_LINEAR_VELOCITY,
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PARAM_ANGULAR_VELOCITY,
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PARAM_ORBIT_VELOCITY,
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PARAM_LINEAR_ACCEL,
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PARAM_RADIAL_ACCEL,
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PARAM_TANGENTIAL_ACCEL,
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PARAM_DAMPING,
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PARAM_ANGLE,
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PARAM_SCALE,
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PARAM_HUE_VARIATION,
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PARAM_ANIM_SPEED,
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PARAM_ANIM_OFFSET,
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PARAM_MAX
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};
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enum Flags {
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FLAG_ALIGN_Y_TO_VELOCITY,
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FLAG_MAX
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};
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enum EmissionShape {
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EMISSION_SHAPE_POINT,
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EMISSION_SHAPE_CIRCLE,
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EMISSION_SHAPE_RECTANGLE,
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EMISSION_SHAPE_POINTS,
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EMISSION_SHAPE_DIRECTED_POINTS,
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};
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private:
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bool emitting;
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struct Particle {
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Transform2D transform;
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Color color;
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float custom[4];
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float rotation;
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Vector2 velocity;
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bool active;
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float angle_rand;
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float scale_rand;
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float hue_rot_rand;
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float anim_offset_rand;
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float time;
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Color base_color;
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uint32_t seed;
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};
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float time;
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float inactive_time;
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float frame_remainder;
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int cycle;
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RID mesh;
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RID multimesh;
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PoolVector<Particle> particles;
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PoolVector<float> particle_data;
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PoolVector<int> particle_order;
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struct SortLifetime {
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const Particle *particles;
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bool operator()(int p_a, int p_b) const {
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return particles[p_a].time < particles[p_b].time;
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}
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};
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struct SortAxis {
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const Particle *particles;
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Vector2 axis;
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bool operator()(int p_a, int p_b) const {
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return axis.dot(particles[p_a].transform[2]) < axis.dot(particles[p_b].transform[2]);
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}
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};
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//
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bool one_shot;
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float lifetime;
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float pre_process_time;
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float explosiveness_ratio;
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float randomness_ratio;
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float speed_scale;
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bool local_coords;
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int fixed_fps;
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bool fractional_delta;
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DrawOrder draw_order;
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Ref<Texture> texture;
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Ref<Texture> normalmap;
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////////
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float spread;
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float flatness;
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float parameters[PARAM_MAX];
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float randomness[PARAM_MAX];
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Ref<Curve> curve_parameters[PARAM_MAX];
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Color color;
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Ref<Gradient> color_ramp;
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bool flags[FLAG_MAX];
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EmissionShape emission_shape;
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float emission_sphere_radius;
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Vector2 emission_rect_extents;
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PoolVector<Vector2> emission_points;
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PoolVector<Vector2> emission_normals;
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PoolVector<Color> emission_colors;
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int emission_point_count;
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Vector2 gravity;
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void _particles_process(float p_delta);
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void _update_particle_data_buffer();
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Mutex *update_mutex;
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void _update_render_thread();
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void _generate_mesh_texture();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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void set_emitting(bool p_emitting);
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void set_amount(int p_amount);
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void set_lifetime(float p_lifetime);
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void set_one_shot(bool p_one_shot);
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void set_pre_process_time(float p_time);
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void set_explosiveness_ratio(float p_ratio);
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void set_randomness_ratio(float p_ratio);
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void set_visibility_aabb(const Rect2 &p_aabb);
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void set_use_local_coordinates(bool p_enable);
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void set_speed_scale(float p_scale);
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bool is_emitting() const;
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int get_amount() const;
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float get_lifetime() const;
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bool get_one_shot() const;
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float get_pre_process_time() const;
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float get_explosiveness_ratio() const;
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float get_randomness_ratio() const;
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Rect2 get_visibility_aabb() const;
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bool get_use_local_coordinates() const;
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float get_speed_scale() const;
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void set_fixed_fps(int p_count);
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int get_fixed_fps() const;
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void set_fractional_delta(bool p_enable);
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bool get_fractional_delta() const;
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void set_draw_order(DrawOrder p_order);
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DrawOrder get_draw_order() const;
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void set_draw_passes(int p_count);
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int get_draw_passes() const;
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void set_texture(const Ref<Texture> &p_texture);
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Ref<Texture> get_texture() const;
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void set_h_frames(int p_frames);
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int get_h_frames();
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void set_v_frames(int p_frames);
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int get_v_frames();
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void set_loop_animation(bool p_loop);
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bool get_loop_animation() const;
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void set_normalmap(const Ref<Texture> &p_normalmap);
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Ref<Texture> get_normalmap() const;
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///////////////////
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void set_spread(float p_spread);
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float get_spread() const;
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void set_flatness(float p_flatness);
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float get_flatness() const;
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void set_param(Parameter p_param, float p_value);
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float get_param(Parameter p_param) const;
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void set_param_randomness(Parameter p_param, float p_value);
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float get_param_randomness(Parameter p_param) const;
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void set_param_curve(Parameter p_param, const Ref<Curve> &p_curve);
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Ref<Curve> get_param_curve(Parameter p_param) const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_color_ramp(const Ref<Gradient> &p_texture);
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Ref<Gradient> get_color_ramp() const;
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void set_particle_flag(Flags p_flag, bool p_enable);
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bool get_particle_flag(Flags p_flag) const;
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void set_emission_shape(EmissionShape p_shape);
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void set_emission_sphere_radius(float p_radius);
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void set_emission_rect_extents(Vector2 p_extents);
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void set_emission_points(const PoolVector<Vector2> &p_points);
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void set_emission_normals(const PoolVector<Vector2> &p_normals);
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void set_emission_colors(const PoolVector<Color> &p_colors);
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void set_emission_point_count(int p_count);
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EmissionShape get_emission_shape() const;
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float get_emission_sphere_radius() const;
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Vector2 get_emission_rect_extents() const;
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PoolVector<Vector2> get_emission_points() const;
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PoolVector<Vector2> get_emission_normals() const;
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PoolVector<Color> get_emission_colors() const;
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int get_emission_point_count() const;
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void set_gravity(const Vector2 &p_gravity);
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Vector2 get_gravity() const;
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virtual String get_configuration_warning() const;
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void restart();
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void convert_from_particles(Node *p_particles);
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CPUParticles2D();
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~CPUParticles2D();
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};
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VARIANT_ENUM_CAST(CPUParticles2D::DrawOrder)
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VARIANT_ENUM_CAST(CPUParticles2D::Parameter)
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VARIANT_ENUM_CAST(CPUParticles2D::Flags)
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VARIANT_ENUM_CAST(CPUParticles2D::EmissionShape)
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#endif // CPU_PARTICLES_2D_H
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