#include "gpu_particles_3d.h"
#include "scene/3d/cpu_particles_3d.h"
#include "scene/resources/curve_texture.h"
#include "scene/resources/gradient_texture.h"
#include "scene/resources/particle_process_material.h"
AABB GPUParticles3D::get_aabb() const { … }
void GPUParticles3D::set_emitting(bool p_emitting) { … }
void GPUParticles3D::set_amount(int p_amount) { … }
void GPUParticles3D::set_lifetime(double p_lifetime) { … }
void GPUParticles3D::set_interp_to_end(float p_interp) { … }
void GPUParticles3D::set_one_shot(bool p_one_shot) { … }
void GPUParticles3D::set_pre_process_time(double p_time) { … }
void GPUParticles3D::set_explosiveness_ratio(real_t p_ratio) { … }
void GPUParticles3D::set_randomness_ratio(real_t p_ratio) { … }
void GPUParticles3D::set_visibility_aabb(const AABB &p_aabb) { … }
void GPUParticles3D::set_use_local_coordinates(bool p_enable) { … }
void GPUParticles3D::set_process_material(const Ref<Material> &p_material) { … }
void GPUParticles3D::set_speed_scale(double p_scale) { … }
void GPUParticles3D::set_collision_base_size(real_t p_size) { … }
bool GPUParticles3D::is_emitting() const { … }
int GPUParticles3D::get_amount() const { … }
double GPUParticles3D::get_lifetime() const { … }
float GPUParticles3D::get_interp_to_end() const { … }
bool GPUParticles3D::get_one_shot() const { … }
double GPUParticles3D::get_pre_process_time() const { … }
real_t GPUParticles3D::get_explosiveness_ratio() const { … }
real_t GPUParticles3D::get_randomness_ratio() const { … }
AABB GPUParticles3D::get_visibility_aabb() const { … }
bool GPUParticles3D::get_use_local_coordinates() const { … }
Ref<Material> GPUParticles3D::get_process_material() const { … }
double GPUParticles3D::get_speed_scale() const { … }
real_t GPUParticles3D::get_collision_base_size() const { … }
void GPUParticles3D::set_draw_order(DrawOrder p_order) { … }
void GPUParticles3D::set_trail_enabled(bool p_enabled) { … }
void GPUParticles3D::set_trail_lifetime(double p_seconds) { … }
bool GPUParticles3D::is_trail_enabled() const { … }
double GPUParticles3D::get_trail_lifetime() const { … }
GPUParticles3D::DrawOrder GPUParticles3D::get_draw_order() const { … }
void GPUParticles3D::set_draw_passes(int p_count) { … }
int GPUParticles3D::get_draw_passes() const { … }
void GPUParticles3D::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) { … }
Ref<Mesh> GPUParticles3D::get_draw_pass_mesh(int p_pass) const { … }
void GPUParticles3D::set_fixed_fps(int p_count) { … }
int GPUParticles3D::get_fixed_fps() const { … }
void GPUParticles3D::set_fractional_delta(bool p_enable) { … }
bool GPUParticles3D::get_fractional_delta() const { … }
void GPUParticles3D::set_interpolate(bool p_enable) { … }
bool GPUParticles3D::get_interpolate() const { … }
PackedStringArray GPUParticles3D::get_configuration_warnings() const { … }
void GPUParticles3D::restart() { … }
AABB GPUParticles3D::capture_aabb() const { … }
void GPUParticles3D::_validate_property(PropertyInfo &p_property) const { … }
void GPUParticles3D::emit_particle(const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) { … }
void GPUParticles3D::_attach_sub_emitter() { … }
void GPUParticles3D::set_sub_emitter(const NodePath &p_path) { … }
NodePath GPUParticles3D::get_sub_emitter() const { … }
void GPUParticles3D::_notification(int p_what) { … }
void GPUParticles3D::_skinning_changed() { … }
void GPUParticles3D::set_skin(const Ref<Skin> &p_skin) { … }
Ref<Skin> GPUParticles3D::get_skin() const { … }
void GPUParticles3D::set_transform_align(TransformAlign p_align) { … }
GPUParticles3D::TransformAlign GPUParticles3D::get_transform_align() const { … }
void GPUParticles3D::convert_from_particles(Node *p_particles) { … }
void GPUParticles3D::set_amount_ratio(float p_ratio) { … }
float GPUParticles3D::get_amount_ratio() const { … }
void GPUParticles3D::_bind_methods() { … }
GPUParticles3D::GPUParticles3D() { … }
GPUParticles3D::~GPUParticles3D() { … }