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								/*************************************************************************/
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								/*  gpu_particles_collision_3d.h                                         */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2021-01-01 20:13:46 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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								#ifndef GPU_PARTICLES_COLLISION_3D_H
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								#define GPU_PARTICLES_COLLISION_3D_H
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											2020-11-07 19:33:38 -03:00
										 
									 
								 
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								#include "core/templates/local_vector.h"
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								#include "scene/3d/visual_instance_3d.h"
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								class GPUParticlesCollision3D : public VisualInstance3D {
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									GDCLASS(GPUParticlesCollision3D, VisualInstance3D);
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									uint32_t cull_mask = 0xFFFFFFFF;
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									RID collision;
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								protected:
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									_FORCE_INLINE_ RID _get_collision() { return collision; }
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									static void _bind_methods();
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									GPUParticlesCollision3D(RS::ParticlesCollisionType p_type);
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								public:
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									void set_cull_mask(uint32_t p_cull_mask);
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									uint32_t get_cull_mask() const;
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									virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
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									~GPUParticlesCollision3D();
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								};
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								class GPUParticlesCollisionSphere : public GPUParticlesCollision3D {
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									GDCLASS(GPUParticlesCollisionSphere, GPUParticlesCollision3D);
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									real_t radius = 1.0;
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								protected:
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									static void _bind_methods();
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								public:
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									void set_radius(real_t p_radius);
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									real_t get_radius() const;
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									virtual AABB get_aabb() const override;
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									GPUParticlesCollisionSphere();
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									~GPUParticlesCollisionSphere();
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								};
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								class GPUParticlesCollisionBox : public GPUParticlesCollision3D {
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									GDCLASS(GPUParticlesCollisionBox, GPUParticlesCollision3D);
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									Vector3 extents = Vector3(1, 1, 1);
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								protected:
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									static void _bind_methods();
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								public:
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									void set_extents(const Vector3 &p_extents);
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									Vector3 get_extents() const;
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									virtual AABB get_aabb() const override;
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									GPUParticlesCollisionBox();
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									~GPUParticlesCollisionBox();
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								};
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								class GPUParticlesCollisionSDF : public GPUParticlesCollision3D {
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									GDCLASS(GPUParticlesCollisionSDF, GPUParticlesCollision3D);
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								public:
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									enum Resolution {
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										RESOLUTION_16,
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										RESOLUTION_32,
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										RESOLUTION_64,
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										RESOLUTION_128,
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										RESOLUTION_256,
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										RESOLUTION_512,
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										RESOLUTION_MAX,
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									};
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									typedef void (*BakeBeginFunc)(int);
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									typedef void (*BakeStepFunc)(int, const String &);
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									typedef void (*BakeEndFunc)();
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								private:
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									Vector3 extents = Vector3(1, 1, 1);
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									Resolution resolution = RESOLUTION_64;
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									Ref<Texture3D> texture;
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									float thickness = 1.0;
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									struct PlotMesh {
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										Ref<Mesh> mesh;
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										Transform3D local_xform;
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									};
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									void _find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes);
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									struct BVH {
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										enum {
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											LEAF_BIT = 1 << 30,
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											LEAF_MASK = LEAF_BIT - 1
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										};
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										AABB bounds;
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										uint32_t children[2] = {};
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									};
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									struct FacePos {
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										Vector3 center;
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										uint32_t index = 0;
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									};
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									struct FaceSort {
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										uint32_t axis = 0;
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										bool operator()(const FacePos &p_left, const FacePos &p_right) const {
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											return p_left.center[axis] < p_right.center[axis];
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										}
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									};
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									uint32_t _create_bvh(LocalVector<BVH> &bvh_tree, FacePos *p_faces, uint32_t p_face_count, const Face3 *p_triangles, float p_thickness);
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									struct ComputeSDFParams {
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										float *cells = nullptr;
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										Vector3i size;
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										float cell_size = 0.0;
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										Vector3 cell_offset;
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										const BVH *bvh = nullptr;
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										const Face3 *triangles = nullptr;
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										float thickness = 0.0;
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									};
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									void _find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance);
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									void _compute_sdf_z(uint32_t p_z, ComputeSDFParams *params);
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									void _compute_sdf(ComputeSDFParams *params);
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								protected:
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									static void _bind_methods();
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								public:
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									void set_thickness(float p_thickness);
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									float get_thickness() const;
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									void set_extents(const Vector3 &p_extents);
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									Vector3 get_extents() const;
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									void set_resolution(Resolution p_resolution);
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									Resolution get_resolution() const;
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									void set_texture(const Ref<Texture3D> &p_texture);
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									Ref<Texture3D> get_texture() const;
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									Vector3i get_estimated_cell_size() const;
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									Ref<Image> bake();
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									virtual AABB get_aabb() const override;
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									static BakeBeginFunc bake_begin_function;
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									static BakeStepFunc bake_step_function;
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									static BakeEndFunc bake_end_function;
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									GPUParticlesCollisionSDF();
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									~GPUParticlesCollisionSDF();
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								};
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								VARIANT_ENUM_CAST(GPUParticlesCollisionSDF::Resolution)
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								class GPUParticlesCollisionHeightField : public GPUParticlesCollision3D {
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									GDCLASS(GPUParticlesCollisionHeightField, GPUParticlesCollision3D);
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								public:
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									enum Resolution {
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										RESOLUTION_256,
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										RESOLUTION_512,
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										RESOLUTION_1024,
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										RESOLUTION_2048,
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										RESOLUTION_4096,
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										RESOLUTION_8192,
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										RESOLUTION_MAX,
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									};
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									enum UpdateMode {
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										UPDATE_MODE_WHEN_MOVED,
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										UPDATE_MODE_ALWAYS,
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									};
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								private:
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									Vector3 extents = Vector3(1, 1, 1);
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									Resolution resolution = RESOLUTION_1024;
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									bool follow_camera_mode = false;
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									float follow_camera_push_ratio = 0.1;
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									UpdateMode update_mode = UPDATE_MODE_WHEN_MOVED;
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								protected:
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									void _notification(int p_what);
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									static void _bind_methods();
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								public:
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									void set_extents(const Vector3 &p_extents);
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									Vector3 get_extents() const;
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									void set_resolution(Resolution p_resolution);
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									Resolution get_resolution() const;
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									void set_update_mode(UpdateMode p_update_mode);
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									UpdateMode get_update_mode() const;
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									void set_follow_camera_mode(bool p_enabled);
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									bool is_follow_camera_mode_enabled() const;
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									void set_follow_camera_push_ratio(float p_ratio);
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									float get_follow_camera_push_ratio() const;
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									virtual AABB get_aabb() const override;
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									GPUParticlesCollisionHeightField();
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									~GPUParticlesCollisionHeightField();
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								};
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								VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::Resolution)
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								VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::UpdateMode)
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								class GPUParticlesAttractor3D : public VisualInstance3D {
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									GDCLASS(GPUParticlesAttractor3D, VisualInstance3D);
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									uint32_t cull_mask = 0xFFFFFFFF;
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									RID collision;
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									real_t strength = 1.0;
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									real_t attenuation = 1.0;
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									real_t directionality = 0.0;
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								protected:
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									_FORCE_INLINE_ RID _get_collision() { return collision; }
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									static void _bind_methods();
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									GPUParticlesAttractor3D(RS::ParticlesCollisionType p_type);
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								public:
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									void set_cull_mask(uint32_t p_cull_mask);
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									uint32_t get_cull_mask() const;
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									void set_strength(real_t p_strength);
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									real_t get_strength() const;
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									void set_attenuation(real_t p_attenuation);
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									real_t get_attenuation() const;
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									void set_directionality(real_t p_directionality);
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									real_t get_directionality() const;
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									virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
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									~GPUParticlesAttractor3D();
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								};
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								class GPUParticlesAttractorSphere : public GPUParticlesAttractor3D {
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									GDCLASS(GPUParticlesAttractorSphere, GPUParticlesAttractor3D);
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									real_t radius = 1.0;
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								protected:
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									static void _bind_methods();
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								public:
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									void set_radius(real_t p_radius);
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									real_t get_radius() const;
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									virtual AABB get_aabb() const override;
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									GPUParticlesAttractorSphere();
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									~GPUParticlesAttractorSphere();
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								};
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								class GPUParticlesAttractorBox : public GPUParticlesAttractor3D {
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									GDCLASS(GPUParticlesAttractorBox, GPUParticlesAttractor3D);
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									Vector3 extents = Vector3(1, 1, 1);
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								protected:
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									static void _bind_methods();
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								public:
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									void set_extents(const Vector3 &p_extents);
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									Vector3 get_extents() const;
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									virtual AABB get_aabb() const override;
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									GPUParticlesAttractorBox();
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									~GPUParticlesAttractorBox();
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								};
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								class GPUParticlesAttractorVectorField : public GPUParticlesAttractor3D {
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									GDCLASS(GPUParticlesAttractorVectorField, GPUParticlesAttractor3D);
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									Vector3 extents = Vector3(1, 1, 1);
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									Ref<Texture3D> texture;
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								protected:
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									static void _bind_methods();
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								public:
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									void set_extents(const Vector3 &p_extents);
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									Vector3 get_extents() const;
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									void set_texture(const Ref<Texture3D> &p_texture);
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									Ref<Texture3D> get_texture() const;
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									virtual AABB get_aabb() const override;
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									GPUParticlesAttractorVectorField();
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									~GPUParticlesAttractorVectorField();
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								};
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								#endif // GPU_PARTICLES_COLLISION_3D_H
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