godot/scene/resources/visual_shader_particle_nodes.cpp

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/*  visual_shader_particle_nodes.cpp                                      */
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#include "visual_shader_particle_nodes.h"

#include "scene/resources/image_texture.h"

// VisualShaderNodeParticleEmitter

int VisualShaderNodeParticleEmitter::get_output_port_count() const {}

VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const {}

String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {}

bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const {}

void VisualShaderNodeParticleEmitter::set_mode_2d(bool p_enabled) {}

bool VisualShaderNodeParticleEmitter::is_mode_2d() const {}

Vector<StringName> VisualShaderNodeParticleEmitter::get_editable_properties() const {}

HashMap<StringName, String> VisualShaderNodeParticleEmitter::get_editable_properties_names() const {}

bool VisualShaderNodeParticleEmitter::is_show_prop_names() const {}

void VisualShaderNodeParticleEmitter::_bind_methods() {}

VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() {}

// VisualShaderNodeParticleSphereEmitter

String VisualShaderNodeParticleSphereEmitter::get_caption() const {}

int VisualShaderNodeParticleSphereEmitter::get_input_port_count() const {}

VisualShaderNodeParticleSphereEmitter::PortType VisualShaderNodeParticleSphereEmitter::get_input_port_type(int p_port) const {}

String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) const {}

String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {}

String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeParticleSphereEmitter::VisualShaderNodeParticleSphereEmitter() {}

// VisualShaderNodeParticleBoxEmitter

String VisualShaderNodeParticleBoxEmitter::get_caption() const {}

int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const {}

VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const {}

void VisualShaderNodeParticleBoxEmitter::set_mode_2d(bool p_enabled) {}

String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const {}

String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {}

String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeParticleBoxEmitter::VisualShaderNodeParticleBoxEmitter() {}

// VisualShaderNodeParticleRingEmitter

String VisualShaderNodeParticleRingEmitter::get_caption() const {}

int VisualShaderNodeParticleRingEmitter::get_input_port_count() const {}

VisualShaderNodeParticleRingEmitter::PortType VisualShaderNodeParticleRingEmitter::get_input_port_type(int p_port) const {}

String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) const {}

String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {}

String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeParticleRingEmitter::VisualShaderNodeParticleRingEmitter() {}

// VisualShaderNodeParticleMeshEmitter

String VisualShaderNodeParticleMeshEmitter::get_caption() const {}

int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const {}

VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_output_port_type(int p_port) const {}

String VisualShaderNodeParticleMeshEmitter::get_output_port_name(int p_port) const {}

int VisualShaderNodeParticleMeshEmitter::get_input_port_count() const {}

VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_input_port_type(int p_port) const {}

String VisualShaderNodeParticleMeshEmitter::get_input_port_name(int p_port) const {}

String VisualShaderNodeParticleMeshEmitter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeParticleMeshEmitter::_generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, PortType p_port_type) const {}

String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

Vector<VisualShader::DefaultTextureParam> VisualShaderNodeParticleMeshEmitter::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {}

void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture) {}

void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture) {}

void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture) {}

void VisualShaderNodeParticleMeshEmitter::_update_textures() {}

void VisualShaderNodeParticleMeshEmitter::set_mesh(Ref<Mesh> p_mesh) {}

Ref<Mesh> VisualShaderNodeParticleMeshEmitter::get_mesh() const {}

void VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces(bool p_enabled) {}

bool VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces() const {}

void VisualShaderNodeParticleMeshEmitter::set_surface_index(int p_surface_index) {}

int VisualShaderNodeParticleMeshEmitter::get_surface_index() const {}

Vector<StringName> VisualShaderNodeParticleMeshEmitter::get_editable_properties() const {}

HashMap<StringName, String> VisualShaderNodeParticleMeshEmitter::get_editable_properties_names() const {}

void VisualShaderNodeParticleMeshEmitter::_bind_methods() {}

VisualShaderNodeParticleMeshEmitter::VisualShaderNodeParticleMeshEmitter() {}

// VisualShaderNodeParticleMultiplyByAxisAngle

void VisualShaderNodeParticleMultiplyByAxisAngle::_bind_methods() {}

String VisualShaderNodeParticleMultiplyByAxisAngle::get_caption() const {}

int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const {}

VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const {}

String VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_name(int p_port) const {}

bool VisualShaderNodeParticleMultiplyByAxisAngle::is_show_prop_names() const {}

int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const {}

VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const {}

String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const {}

String VisualShaderNodeParticleMultiplyByAxisAngle::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode(bool p_enabled) {}

bool VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode() const {}

Vector<StringName> VisualShaderNodeParticleMultiplyByAxisAngle::get_editable_properties() const {}

bool VisualShaderNodeParticleMultiplyByAxisAngle::has_output_port_preview(int p_port) const {}

VisualShaderNodeParticleMultiplyByAxisAngle::VisualShaderNodeParticleMultiplyByAxisAngle() {}

// VisualShaderNodeParticleConeVelocity

String VisualShaderNodeParticleConeVelocity::get_caption() const {}

int VisualShaderNodeParticleConeVelocity::get_input_port_count() const {}

VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const {}

String VisualShaderNodeParticleConeVelocity::get_input_port_name(int p_port) const {}

int VisualShaderNodeParticleConeVelocity::get_output_port_count() const {}

VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const {}

String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const {}

bool VisualShaderNodeParticleConeVelocity::has_output_port_preview(int p_port) const {}

String VisualShaderNodeParticleConeVelocity::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeParticleConeVelocity::VisualShaderNodeParticleConeVelocity() {}

// VisualShaderNodeParticleRandomness

void VisualShaderNodeParticleRandomness::_bind_methods() {}

Vector<StringName> VisualShaderNodeParticleRandomness::get_editable_properties() const {}

String VisualShaderNodeParticleRandomness::get_caption() const {}

int VisualShaderNodeParticleRandomness::get_output_port_count() const {}

VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const {}

String VisualShaderNodeParticleRandomness::get_output_port_name(int p_port) const {}

int VisualShaderNodeParticleRandomness::get_input_port_count() const {}

VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {}

String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const {}

bool VisualShaderNodeParticleRandomness::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

String VisualShaderNodeParticleRandomness::generate_global_per_node(Shader::Mode p_mode, int p_id) const {}

String VisualShaderNodeParticleRandomness::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {}

VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::get_op_type() const {}

bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) const {}

VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {}

// VisualShaderNodeParticleAccelerator

void VisualShaderNodeParticleAccelerator::_bind_methods() {}

Vector<StringName> VisualShaderNodeParticleAccelerator::get_editable_properties() const {}

String VisualShaderNodeParticleAccelerator::get_caption() const {}

int VisualShaderNodeParticleAccelerator::get_output_port_count() const {}

VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const {}

String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const {}

int VisualShaderNodeParticleAccelerator::get_input_port_count() const {}

VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const {}

String VisualShaderNodeParticleAccelerator::get_input_port_name(int p_port) const {}

String VisualShaderNodeParticleAccelerator::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeParticleAccelerator::set_mode(Mode p_mode) {}

VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::get_mode() const {}

bool VisualShaderNodeParticleAccelerator::has_output_port_preview(int p_port) const {}

VisualShaderNodeParticleAccelerator::VisualShaderNodeParticleAccelerator() {}

// VisualShaderNodeParticleOutput

String VisualShaderNodeParticleOutput::get_caption() const {}

int VisualShaderNodeParticleOutput::get_input_port_count() const {}

VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_input_port_type(int p_port) const {}

String VisualShaderNodeParticleOutput::get_input_port_name(int p_port) const {}

bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const {}

String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeParticleOutput::VisualShaderNodeParticleOutput() {}

// EmitParticle

Vector<StringName> VisualShaderNodeParticleEmit::get_editable_properties() const {}

void VisualShaderNodeParticleEmit::_bind_methods() {}

String VisualShaderNodeParticleEmit::get_caption() const {}

int VisualShaderNodeParticleEmit::get_input_port_count() const {}

VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_port_type(int p_port) const {}

String VisualShaderNodeParticleEmit::get_input_port_name(int p_port) const {}

int VisualShaderNodeParticleEmit::get_output_port_count() const {}

VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_output_port_type(int p_port) const {}

String VisualShaderNodeParticleEmit::get_output_port_name(int p_port) const {}

void VisualShaderNodeParticleEmit::add_flag(EmitFlags p_flag) {}

bool VisualShaderNodeParticleEmit::has_flag(EmitFlags p_flag) const {}

void VisualShaderNodeParticleEmit::set_flags(EmitFlags p_flags) {}

VisualShaderNodeParticleEmit::EmitFlags VisualShaderNodeParticleEmit::get_flags() const {}

bool VisualShaderNodeParticleEmit::is_show_prop_names() const {}

bool VisualShaderNodeParticleEmit::is_generate_input_var(int p_port) const {}

bool VisualShaderNodeParticleEmit::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeParticleEmit::VisualShaderNodeParticleEmit() {}