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Implement GPU Particle Collisions
-Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
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32 changed files with 2947 additions and 102 deletions
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@ -452,6 +452,7 @@ public:
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BIND1(particles_restart, RID)
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BIND6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
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BIND2(particles_set_subemitter, RID, RID)
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BIND2(particles_set_collision_base_size, RID, float)
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BIND2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
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@ -461,6 +462,21 @@ public:
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BIND1R(AABB, particles_get_current_aabb, RID)
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BIND2(particles_set_emission_transform, RID, const Transform &)
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/* PARTICLES COLLISION */
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BIND0R(RID, particles_collision_create)
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BIND2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
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BIND2(particles_collision_set_cull_mask, RID, uint32_t)
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BIND2(particles_collision_set_sphere_radius, RID, float)
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BIND2(particles_collision_set_box_extents, RID, const Vector3 &)
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BIND2(particles_collision_set_attractor_strength, RID, float)
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BIND2(particles_collision_set_attractor_directionality, RID, float)
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BIND2(particles_collision_set_attractor_attenuation, RID, float)
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BIND2(particles_collision_set_field_texture, RID, RID)
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BIND1(particles_collision_height_field_update, RID)
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BIND2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
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#undef BINDBASE
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//from now on, calls forwarded to this singleton
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#define BINDBASE RSG::scene
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