godot/scene/2d/gpu_particles_2d.cpp

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/*  gpu_particles_2d.cpp                                                  */
/**************************************************************************/
/*                         This file is part of:                          */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "gpu_particles_2d.h"

#include "scene/2d/cpu_particles_2d.h"
#include "scene/resources/atlas_texture.h"
#include "scene/resources/curve_texture.h"
#include "scene/resources/gradient_texture.h"
#include "scene/resources/particle_process_material.h"

#ifdef TOOLS_ENABLED
#include "core/config/engine.h"
#endif

void GPUParticles2D::set_emitting(bool p_emitting) {}

void GPUParticles2D::set_amount(int p_amount) {}

void GPUParticles2D::set_lifetime(double p_lifetime) {}

void GPUParticles2D::set_one_shot(bool p_enable) {}

void GPUParticles2D::set_pre_process_time(double p_time) {}

void GPUParticles2D::set_explosiveness_ratio(real_t p_ratio) {}

void GPUParticles2D::set_randomness_ratio(real_t p_ratio) {}

void GPUParticles2D::set_visibility_rect(const Rect2 &p_visibility_rect) {}

void GPUParticles2D::set_use_local_coordinates(bool p_enable) {}

void GPUParticles2D::_update_particle_emission_transform() {}

void GPUParticles2D::set_process_material(const Ref<Material> &p_material) {}

void GPUParticles2D::set_trail_enabled(bool p_enabled) {}

void GPUParticles2D::set_trail_lifetime(double p_seconds) {}

void GPUParticles2D::set_trail_sections(int p_sections) {}

void GPUParticles2D::set_trail_section_subdivisions(int p_subdivisions) {}

void GPUParticles2D::set_interp_to_end(float p_interp) {}

#ifdef TOOLS_ENABLED
void GPUParticles2D::set_show_visibility_rect(bool p_show_visibility_rect) {}
#endif

bool GPUParticles2D::is_trail_enabled() const {}

double GPUParticles2D::get_trail_lifetime() const {}

void GPUParticles2D::_update_collision_size() {}

void GPUParticles2D::set_collision_base_size(real_t p_size) {}

real_t GPUParticles2D::get_collision_base_size() const {}

void GPUParticles2D::set_speed_scale(double p_scale) {}

bool GPUParticles2D::is_emitting() const {}

int GPUParticles2D::get_amount() const {}

double GPUParticles2D::get_lifetime() const {}

int GPUParticles2D::get_trail_sections() const {}
int GPUParticles2D::get_trail_section_subdivisions() const {}

bool GPUParticles2D::get_one_shot() const {}

double GPUParticles2D::get_pre_process_time() const {}

real_t GPUParticles2D::get_explosiveness_ratio() const {}

real_t GPUParticles2D::get_randomness_ratio() const {}

Rect2 GPUParticles2D::get_visibility_rect() const {}

bool GPUParticles2D::get_use_local_coordinates() const {}

Ref<Material> GPUParticles2D::get_process_material() const {}

double GPUParticles2D::get_speed_scale() const {}

void GPUParticles2D::set_draw_order(DrawOrder p_order) {}

GPUParticles2D::DrawOrder GPUParticles2D::get_draw_order() const {}

void GPUParticles2D::set_fixed_fps(int p_count) {}

int GPUParticles2D::get_fixed_fps() const {}

void GPUParticles2D::set_fractional_delta(bool p_enable) {}

bool GPUParticles2D::get_fractional_delta() const {}

void GPUParticles2D::set_interpolate(bool p_enable) {}

bool GPUParticles2D::get_interpolate() const {}

float GPUParticles2D::get_interp_to_end() const {}

PackedStringArray GPUParticles2D::get_configuration_warnings() const {}

Rect2 GPUParticles2D::capture_rect() const {}

void GPUParticles2D::set_texture(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> GPUParticles2D::get_texture() const {}

void GPUParticles2D::_validate_property(PropertyInfo &p_property) const {}

void GPUParticles2D::emit_particle(const Transform2D &p_transform2d, const Vector2 &p_velocity2d, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {}

void GPUParticles2D::_attach_sub_emitter() {}

void GPUParticles2D::_texture_changed() {}

void GPUParticles2D::set_sub_emitter(const NodePath &p_path) {}

NodePath GPUParticles2D::get_sub_emitter() const {}

void GPUParticles2D::set_amount_ratio(float p_ratio) {}

float GPUParticles2D::get_amount_ratio() const {}

void GPUParticles2D::restart() {}

void GPUParticles2D::convert_from_particles(Node *p_particles) {}

void GPUParticles2D::_notification(int p_what) {}

void GPUParticles2D::_bind_methods() {}

GPUParticles2D::GPUParticles2D() {}

GPUParticles2D::~GPUParticles2D() {}