godot/scene/resources/particle_process_material.cpp

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/*  particle_process_material.cpp                                         */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "particle_process_material.h"

#include "core/version.h"

Mutex ParticleProcessMaterial::material_mutex;
SelfList<ParticleProcessMaterial>::List ParticleProcessMaterial::dirty_materials;
HashMap<ParticleProcessMaterial::MaterialKey, ParticleProcessMaterial::ShaderData, ParticleProcessMaterial::MaterialKey> ParticleProcessMaterial::shader_map;
RBSet<String> ParticleProcessMaterial::min_max_properties;
ParticleProcessMaterial::ShaderNames *ParticleProcessMaterial::shader_names =;

void ParticleProcessMaterial::init_shaders() {}

void ParticleProcessMaterial::finish_shaders() {}

void ParticleProcessMaterial::_update_shader() {}

void ParticleProcessMaterial::flush_changes() {}

void ParticleProcessMaterial::_queue_shader_change() {}

bool ParticleProcessMaterial::has_min_max_property(const String &p_name) {}

void ParticleProcessMaterial::set_direction(Vector3 p_direction) {}

Vector3 ParticleProcessMaterial::get_direction() const {}

void ParticleProcessMaterial::set_spread(float p_spread) {}

float ParticleProcessMaterial::get_spread() const {}

void ParticleProcessMaterial::set_flatness(float p_flatness) {}

float ParticleProcessMaterial::get_flatness() const {}

void ParticleProcessMaterial::set_velocity_pivot(const Vector3 &p_pivot) {}

Vector3 ParticleProcessMaterial::get_velocity_pivot() {}

void ParticleProcessMaterial::set_param(Parameter p_param, const Vector2 &p_value) {}

Vector2 ParticleProcessMaterial::get_param(Parameter p_param) const {}

void ParticleProcessMaterial::set_param_min(Parameter p_param, float p_value) {}

float ParticleProcessMaterial::get_param_min(Parameter p_param) const {}

void ParticleProcessMaterial::set_param_max(Parameter p_param, float p_value) {}

float ParticleProcessMaterial::get_param_max(Parameter p_param) const {}

static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, float p_max) {}

void ParticleProcessMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> ParticleProcessMaterial::get_param_texture(Parameter p_param) const {}

void ParticleProcessMaterial::set_color(const Color &p_color) {}

Color ParticleProcessMaterial::get_color() const {}

void ParticleProcessMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> ParticleProcessMaterial::get_color_ramp() const {}

void ParticleProcessMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> ParticleProcessMaterial::get_color_initial_ramp() const {}

void ParticleProcessMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) {}

void ParticleProcessMaterial::set_alpha_curve(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> ParticleProcessMaterial::get_alpha_curve() const {}

void ParticleProcessMaterial::set_emission_curve(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> ParticleProcessMaterial::get_emission_curve() const {}

void ParticleProcessMaterial::set_velocity_limit_curve(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> ParticleProcessMaterial::get_velocity_limit_curve() const {}

bool ParticleProcessMaterial::get_particle_flag(ParticleFlags p_particle_flag) const {}

void ParticleProcessMaterial::set_emission_shape(EmissionShape p_shape) {}

void ParticleProcessMaterial::set_emission_sphere_radius(real_t p_radius) {}

void ParticleProcessMaterial::set_emission_box_extents(Vector3 p_extents) {}

void ParticleProcessMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {}

void ParticleProcessMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {}

void ParticleProcessMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {}

void ParticleProcessMaterial::set_emission_point_count(int p_count) {}

void ParticleProcessMaterial::set_emission_ring_axis(Vector3 p_axis) {}

void ParticleProcessMaterial::set_emission_ring_height(real_t p_height) {}

void ParticleProcessMaterial::set_emission_ring_radius(real_t p_radius) {}

void ParticleProcessMaterial::set_emission_ring_inner_radius(real_t p_radius) {}

void ParticleProcessMaterial::set_emission_ring_cone_angle(real_t p_angle) {}

void ParticleProcessMaterial::set_inherit_velocity_ratio(double p_ratio) {}

ParticleProcessMaterial::EmissionShape ParticleProcessMaterial::get_emission_shape() const {}

real_t ParticleProcessMaterial::get_emission_sphere_radius() const {}

Vector3 ParticleProcessMaterial::get_emission_box_extents() const {}

Ref<Texture2D> ParticleProcessMaterial::get_emission_point_texture() const {}

Ref<Texture2D> ParticleProcessMaterial::get_emission_normal_texture() const {}

Ref<Texture2D> ParticleProcessMaterial::get_emission_color_texture() const {}

int ParticleProcessMaterial::get_emission_point_count() const {}

Vector3 ParticleProcessMaterial::get_emission_ring_axis() const {}

real_t ParticleProcessMaterial::get_emission_ring_height() const {}

real_t ParticleProcessMaterial::get_emission_ring_radius() const {}

real_t ParticleProcessMaterial::get_emission_ring_inner_radius() const {}

real_t ParticleProcessMaterial::get_emission_ring_cone_angle() const {}

void ParticleProcessMaterial::set_emission_shape_offset(const Vector3 &p_emission_shape_offset) {}

Vector3 ParticleProcessMaterial::get_emission_shape_offset() const {}

void ParticleProcessMaterial::set_emission_shape_scale(const Vector3 &p_emission_shape_scale) {}

Vector3 ParticleProcessMaterial::get_emission_shape_scale() const {}

double ParticleProcessMaterial::get_inherit_velocity_ratio() {}

void ParticleProcessMaterial::set_turbulence_enabled(const bool p_turbulence_enabled) {}

bool ParticleProcessMaterial::get_turbulence_enabled() const {}

void ParticleProcessMaterial::set_turbulence_noise_strength(float p_turbulence_noise_strength) {}

float ParticleProcessMaterial::get_turbulence_noise_strength() const {}

void ParticleProcessMaterial::set_turbulence_noise_scale(float p_turbulence_noise_scale) {}

float ParticleProcessMaterial::get_turbulence_noise_scale() const {}

void ParticleProcessMaterial::set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random) {}

float ParticleProcessMaterial::get_turbulence_noise_speed_random() const {}

void ParticleProcessMaterial::set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed) {}

Vector3 ParticleProcessMaterial::get_turbulence_noise_speed() const {}

void ParticleProcessMaterial::set_gravity(const Vector3 &p_gravity) {}

Vector3 ParticleProcessMaterial::get_gravity() const {}

void ParticleProcessMaterial::set_lifetime_randomness(double p_lifetime) {}

double ParticleProcessMaterial::get_lifetime_randomness() const {}

RID ParticleProcessMaterial::get_shader_rid() const {}

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

void ParticleProcessMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) {}

ParticleProcessMaterial::SubEmitterMode ParticleProcessMaterial::get_sub_emitter_mode() const {}

void ParticleProcessMaterial::set_sub_emitter_frequency(double p_frequency) {}

double ParticleProcessMaterial::get_sub_emitter_frequency() const {}

void ParticleProcessMaterial::set_sub_emitter_amount_at_end(int p_amount) {}

int ParticleProcessMaterial::get_sub_emitter_amount_at_end() const {}

void ParticleProcessMaterial::set_sub_emitter_amount_at_collision(int p_amount) {}

int ParticleProcessMaterial::get_sub_emitter_amount_at_collision() const {}

void ParticleProcessMaterial::set_sub_emitter_keep_velocity(bool p_enable) {}
bool ParticleProcessMaterial::get_sub_emitter_keep_velocity() const {}

void ParticleProcessMaterial::set_attractor_interaction_enabled(bool p_enable) {}

bool ParticleProcessMaterial::is_attractor_interaction_enabled() const {}

void ParticleProcessMaterial::set_collision_mode(CollisionMode p_collision_mode) {}

ParticleProcessMaterial::CollisionMode ParticleProcessMaterial::get_collision_mode() const {}

void ParticleProcessMaterial::set_collision_use_scale(bool p_scale) {}

bool ParticleProcessMaterial::is_collision_using_scale() const {}

void ParticleProcessMaterial::set_collision_friction(float p_friction) {}

float ParticleProcessMaterial::get_collision_friction() const {}

void ParticleProcessMaterial::set_collision_bounce(float p_bounce) {}

float ParticleProcessMaterial::get_collision_bounce() const {}

Shader::Mode ParticleProcessMaterial::get_shader_mode() const {}

void ParticleProcessMaterial::_bind_methods() {}

ParticleProcessMaterial::ParticleProcessMaterial() :{}

ParticleProcessMaterial::~ParticleProcessMaterial() {}