2020-09-15 10:57:40 +03:00
										 
									 
								 
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								/**************************************************************************/
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								/*  visual_shader_particle_nodes.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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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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 VISUAL_SHADER_PARTICLE_NODES_H
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								#define VISUAL_SHADER_PARTICLE_NODES_H
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								#include "scene/resources/visual_shader.h"
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											2023-07-11 22:29:09 +02:00
										 
									 
								 
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								class ImageTexture;
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								// Emit nodes
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								class VisualShaderNodeParticleEmitter : public VisualShaderNode {
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									GDCLASS(VisualShaderNodeParticleEmitter, VisualShaderNode);
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								protected:
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									bool mode_2d = false;
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									static void _bind_methods();
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								public:
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									virtual int get_output_port_count() const override;
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									virtual PortType get_output_port_type(int p_port) const override;
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									virtual String get_output_port_name(int p_port) const override;
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									virtual bool has_output_port_preview(int p_port) const override;
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									virtual void set_mode_2d(bool p_enabled);
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									bool is_mode_2d() const;
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									Vector<StringName> get_editable_properties() const override;
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									virtual HashMap<StringName, String> get_editable_properties_names() const override;
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									bool is_show_prop_names() const override;
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									virtual Category get_category() const override { return CATEGORY_PARTICLE; }
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									VisualShaderNodeParticleEmitter();
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								};
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								class VisualShaderNodeParticleSphereEmitter : public VisualShaderNodeParticleEmitter {
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									GDCLASS(VisualShaderNodeParticleSphereEmitter, VisualShaderNodeParticleEmitter);
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								public:
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									virtual String get_caption() const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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									virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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									virtual String 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 = false) const override;
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									VisualShaderNodeParticleSphereEmitter();
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								};
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								class VisualShaderNodeParticleBoxEmitter : public VisualShaderNodeParticleEmitter {
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									GDCLASS(VisualShaderNodeParticleBoxEmitter, VisualShaderNodeParticleEmitter);
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								public:
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									virtual String get_caption() const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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									virtual void set_mode_2d(bool p_enabled) override;
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									virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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									virtual String 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 = false) const override;
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									VisualShaderNodeParticleBoxEmitter();
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								};
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								class VisualShaderNodeParticleRingEmitter : public VisualShaderNodeParticleEmitter {
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									GDCLASS(VisualShaderNodeParticleRingEmitter, VisualShaderNodeParticleEmitter);
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								public:
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									virtual String get_caption() const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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									virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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									virtual String 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 = false) const override;
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									VisualShaderNodeParticleRingEmitter();
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								};
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								class VisualShaderNodeParticleMeshEmitter : public VisualShaderNodeParticleEmitter {
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									GDCLASS(VisualShaderNodeParticleMeshEmitter, VisualShaderNodeParticleEmitter);
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									Ref<Mesh> mesh;
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									bool use_all_surfaces = true;
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									int surface_index = 0;
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									Ref<ImageTexture> position_texture;
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									Ref<ImageTexture> normal_texture;
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									Ref<ImageTexture> color_texture;
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									Ref<ImageTexture> uv_texture;
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									Ref<ImageTexture> uv2_texture;
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									String _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;
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									void _update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture);
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									void _update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture);
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									void _update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture);
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									void _update_textures();
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								protected:
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									static void _bind_methods();
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								public:
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									virtual String get_caption() const override;
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									virtual int get_output_port_count() const override;
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									virtual PortType get_output_port_type(int p_port) const override;
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									virtual String get_output_port_name(int p_port) const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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											2021-11-18 13:30:51 +03:00
										 
									 
								 
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									virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
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											2021-11-05 22:57:24 +03:00
										 
									 
								 
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									virtual String 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 = false) const override;
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									void set_mesh(Ref<Mesh> p_mesh);
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									Ref<Mesh> get_mesh() const;
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									void set_use_all_surfaces(bool p_enabled);
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									bool is_use_all_surfaces() const;
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									void set_surface_index(int p_surface_index);
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									int get_surface_index() const;
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									Vector<StringName> get_editable_properties() const override;
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											2022-05-13 15:04:37 +02:00
										 
									 
								 
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									HashMap<StringName, String> get_editable_properties_names() const override;
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											2021-11-05 22:57:24 +03:00
										 
									 
								 
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									Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
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									VisualShaderNodeParticleMeshEmitter();
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								};
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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								class VisualShaderNodeParticleMultiplyByAxisAngle : public VisualShaderNode {
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									GDCLASS(VisualShaderNodeParticleMultiplyByAxisAngle, VisualShaderNode);
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									bool degrees_mode = true;
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								protected:
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									static void _bind_methods();
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								public:
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									virtual String get_caption() const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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									virtual bool is_show_prop_names() const override;
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									virtual int get_output_port_count() const override;
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									virtual PortType get_output_port_type(int p_port) const override;
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									virtual String get_output_port_name(int p_port) const override;
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											2021-10-08 22:55:07 +03:00
										 
									 
								 
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									virtual bool has_output_port_preview(int p_port) const override;
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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									virtual String 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 = false) const override;
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									void set_degrees_mode(bool p_enabled);
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									bool is_degrees_mode() const;
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									Vector<StringName> get_editable_properties() const override;
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											2024-02-09 15:02:58 +01:00
										 
									 
								 
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									virtual Category get_category() const override { return CATEGORY_PARTICLE; }
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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									VisualShaderNodeParticleMultiplyByAxisAngle();
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								};
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								class VisualShaderNodeParticleConeVelocity : public VisualShaderNode {
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									GDCLASS(VisualShaderNodeParticleConeVelocity, VisualShaderNode);
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								public:
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									virtual String get_caption() const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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									virtual int get_output_port_count() const override;
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									virtual PortType get_output_port_type(int p_port) const override;
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									virtual String get_output_port_name(int p_port) const override;
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											2021-10-08 22:55:07 +03:00
										 
									 
								 
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									virtual bool has_output_port_preview(int p_port) const override;
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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									virtual String 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 = false) const override;
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											2024-02-09 15:02:58 +01:00
										 
									 
								 
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									virtual Category get_category() const override { return CATEGORY_PARTICLE; }
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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									VisualShaderNodeParticleConeVelocity();
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								};
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								class VisualShaderNodeParticleRandomness : public VisualShaderNode {
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									GDCLASS(VisualShaderNodeParticleRandomness, VisualShaderNode);
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								public:
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									enum OpType {
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										OP_TYPE_SCALAR,
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										OP_TYPE_VECTOR_2D,
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										OP_TYPE_VECTOR_3D,
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											2023-01-09 20:12:32 +03:00
										 
									 
								 
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										OP_TYPE_VECTOR_4D,
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										OP_TYPE_MAX,
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									};
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								private:
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									OpType op_type = OP_TYPE_SCALAR;
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								protected:
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									static void _bind_methods();
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								public:
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									Vector<StringName> get_editable_properties() const override;
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									virtual String get_caption() const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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											2023-01-09 20:12:32 +03:00
										 
									 
								 
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									virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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									virtual int get_output_port_count() const override;
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									virtual PortType get_output_port_type(int p_port) const override;
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									virtual String get_output_port_name(int p_port) const override;
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											2021-10-08 22:55:07 +03:00
										 
									 
								 
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									virtual bool has_output_port_preview(int p_port) const override;
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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											2023-01-09 20:12:32 +03:00
										 
									 
								 
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									virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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									virtual String 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 = false) const override;
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									void set_op_type(OpType p_type);
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									OpType get_op_type() const;
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											2024-02-09 15:02:58 +01:00
										 
									 
								 
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									virtual Category get_category() const override { return CATEGORY_PARTICLE; }
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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									VisualShaderNodeParticleRandomness();
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								};
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								VARIANT_ENUM_CAST(VisualShaderNodeParticleRandomness::OpType)
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								// Process nodes
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											2021-08-16 14:17:31 +03:00
										 
									 
								 
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								class VisualShaderNodeParticleAccelerator : public VisualShaderNode {
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							 | 
							
							
									GDCLASS(VisualShaderNodeParticleAccelerator, VisualShaderNode);
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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								public:
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									enum Mode {
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										MODE_LINEAR,
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										MODE_RADIAL,
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							 | 
							
							
										MODE_TANGENTIAL,
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										MODE_MAX,
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									};
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								private:
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									Mode mode = MODE_LINEAR;
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								protected:
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									static void _bind_methods();
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								public:
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									Vector<StringName> get_editable_properties() const override;
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									virtual String get_caption() const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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									virtual int get_output_port_count() const override;
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									virtual PortType get_output_port_type(int p_port) const override;
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									virtual String get_output_port_name(int p_port) const override;
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											2021-10-08 22:55:07 +03:00
										 
									 
								 
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									virtual bool has_output_port_preview(int p_port) const override;
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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									virtual String 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 = false) const override;
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									void set_mode(Mode p_mode);
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									Mode get_mode() const;
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											2024-02-09 15:02:58 +01:00
										 
									 
								 
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									virtual Category get_category() const override { return CATEGORY_PARTICLE; }
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											2020-09-15 10:57:40 +03:00
										 
									 
								 
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									VisualShaderNodeParticleAccelerator();
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								};
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								VARIANT_ENUM_CAST(VisualShaderNodeParticleAccelerator::Mode)
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								// Common nodes
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								class VisualShaderNodeParticleOutput : public VisualShaderNodeOutput {
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									GDCLASS(VisualShaderNodeParticleOutput, VisualShaderNodeOutput);
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								public:
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									virtual String get_caption() const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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									virtual bool is_port_separator(int p_index) const override;
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									virtual String 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 = false) const override;
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									VisualShaderNodeParticleOutput();
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								};
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								class VisualShaderNodeParticleEmit : public VisualShaderNode {
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									GDCLASS(VisualShaderNodeParticleEmit, VisualShaderNode);
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								public:
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									enum EmitFlags {
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										EMIT_FLAG_POSITION = 1,
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										EMIT_FLAG_ROT_SCALE = 2,
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										EMIT_FLAG_VELOCITY = 4,
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										EMIT_FLAG_COLOR = 8,
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										EMIT_FLAG_CUSTOM = 16,
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									};
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								protected:
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									int flags = EMIT_FLAG_POSITION | EMIT_FLAG_ROT_SCALE | EMIT_FLAG_VELOCITY | EMIT_FLAG_COLOR | EMIT_FLAG_CUSTOM;
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									static void _bind_methods();
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								public:
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									Vector<StringName> get_editable_properties() const override;
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									virtual String get_caption() const override;
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									virtual int get_input_port_count() const override;
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									virtual PortType get_input_port_type(int p_port) const override;
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									virtual String get_input_port_name(int p_port) const override;
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									virtual int get_output_port_count() const override;
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									virtual PortType get_output_port_type(int p_port) const override;
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									virtual String get_output_port_name(int p_port) const override;
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									void add_flag(EmitFlags p_flag);
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									bool has_flag(EmitFlags p_flag) const;
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									void set_flags(EmitFlags p_flags);
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									EmitFlags get_flags() const;
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									virtual bool is_show_prop_names() const override;
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							 | 
							
							
									virtual bool is_generate_input_var(int p_port) const override;
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											2022-01-22 11:09:16 +03:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
									virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
							 | 
						
					
						
							
								
									
										
										
										
											2020-09-15 10:57:40 +03:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
									virtual String 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 = false) const override;
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											2024-02-09 15:02:58 +01:00
										 
									 
								 
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							 | 
							
							
									virtual Category get_category() const override { return CATEGORY_PARTICLE; }
							 | 
						
					
						
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							 | 
						
					
						
							
								
									
										
										
										
											2020-09-15 10:57:40 +03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									VisualShaderNodeParticleEmit();
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								};
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							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								VARIANT_ENUM_CAST(VisualShaderNodeParticleEmit::EmitFlags)
							 | 
						
					
						
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											2022-07-23 23:41:51 +02:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								#endif // VISUAL_SHADER_PARTICLE_NODES_H
							 |