godot/scene/3d/gpu_particles_3d.cpp

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/*  gpu_particles_3d.cpp                                                  */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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() {}