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Add finished
signal to GPUParticles
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parent
7030ac555f
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@ -18,6 +18,7 @@
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<return type="Rect2" />
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<description>
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Returns a rectangle containing the positions of all existing particles.
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[b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
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</description>
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</method>
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<method name="emit_particle">
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@ -108,6 +109,14 @@
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Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
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</member>
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</members>
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<signals>
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<signal name="finished">
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<description>
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Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
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[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
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Particles are drawn in the order emitted.
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@ -130,6 +130,14 @@
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Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
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</member>
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</members>
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<signals>
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<signal name="finished">
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<description>
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Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
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[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
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Particles are drawn in the order emitted.
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@ -32,19 +32,37 @@
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#include "core/core_string_names.h"
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#include "scene/resources/particle_process_material.h"
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#include "scene/scene_string_names.h"
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#ifdef TOOLS_ENABLED
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#include "core/config/engine.h"
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#endif
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void GPUParticles2D::set_emitting(bool p_emitting) {
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RS::get_singleton()->particles_set_emitting(particles, p_emitting);
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// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
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if (p_emitting && one_shot) {
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if (!active && !emitting) {
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// Last cycle ended.
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active = true;
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time = 0;
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signal_cancled = false;
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emission_time = lifetime;
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active_time = lifetime * (2 - explosiveness_ratio);
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} else {
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signal_cancled = true;
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}
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set_process_internal(true);
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} else if (!p_emitting) {
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set_process_internal(false);
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if (one_shot) {
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set_process_internal(true);
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} else {
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set_process_internal(false);
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}
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}
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emitting = p_emitting;
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RS::get_singleton()->particles_set_emitting(particles, p_emitting);
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}
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void GPUParticles2D::set_amount(int p_amount) {
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@ -211,7 +229,7 @@ void GPUParticles2D::set_speed_scale(double p_scale) {
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}
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bool GPUParticles2D::is_emitting() const {
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return RS::get_singleton()->particles_get_emitting(particles);
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return emitting;
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}
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int GPUParticles2D::get_amount() const {
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@ -405,6 +423,16 @@ NodePath GPUParticles2D::get_sub_emitter() const {
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void GPUParticles2D::restart() {
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RS::get_singleton()->particles_restart(particles);
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RS::get_singleton()->particles_set_emitting(particles, true);
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emitting = true;
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active = true;
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signal_cancled = false;
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time = 0;
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emission_time = lifetime;
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active_time = lifetime * (2 - explosiveness_ratio);
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if (one_shot) {
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set_process_internal(true);
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}
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}
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void GPUParticles2D::_notification(int p_what) {
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@ -570,9 +598,23 @@ void GPUParticles2D::_notification(int p_what) {
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} break;
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (one_shot && !is_emitting()) {
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notify_property_list_changed();
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set_process_internal(false);
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if (one_shot) {
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time += get_process_delta_time();
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if (time > emission_time) {
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emitting = false;
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if (!active) {
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set_process_internal(false);
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}
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}
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if (time > active_time) {
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if (active && !signal_cancled) {
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emit_signal(SceneStringNames::get_singleton()->finished);
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}
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active = false;
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if (!emitting) {
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set_process_internal(false);
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}
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}
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}
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} break;
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}
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@ -638,6 +680,8 @@ void GPUParticles2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_trail_section_subdivisions", "subdivisions"), &GPUParticles2D::set_trail_section_subdivisions);
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ClassDB::bind_method(D_METHOD("get_trail_section_subdivisions"), &GPUParticles2D::get_trail_section_subdivisions);
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ADD_SIGNAL(MethodInfo("finished"));
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
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ADD_PROPERTY_DEFAULT("emitting", true); // Workaround for doctool in headless mode, as dummy rasterizer always returns false.
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ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");
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@ -47,6 +47,9 @@ public:
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private:
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RID particles;
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bool emitting = false;
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bool active = false;
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bool signal_cancled = false;
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bool one_shot = false;
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int amount = 0;
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double lifetime = 0.0;
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@ -78,6 +81,10 @@ private:
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int trail_sections = 8;
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int trail_section_subdivisions = 4;
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double time = 0.0;
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double emission_time = 0.0;
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double active_time = 0.0;
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RID mesh;
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void _attach_sub_emitter();
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@ -31,19 +31,37 @@
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#include "gpu_particles_3d.h"
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#include "scene/resources/particle_process_material.h"
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#include "scene/scene_string_names.h"
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AABB GPUParticles3D::get_aabb() const {
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return AABB();
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}
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void GPUParticles3D::set_emitting(bool p_emitting) {
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RS::get_singleton()->particles_set_emitting(particles, p_emitting);
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// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
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if (p_emitting && one_shot) {
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if (!active && !emitting) {
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// Last cycle ended.
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active = true;
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time = 0;
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signal_cancled = false;
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emission_time = lifetime;
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active_time = lifetime * (2 - explosiveness_ratio);
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} else {
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signal_cancled = true;
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}
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set_process_internal(true);
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} else if (!p_emitting) {
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set_process_internal(false);
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if (one_shot) {
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set_process_internal(true);
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} else {
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set_process_internal(false);
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}
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}
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emitting = p_emitting;
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RS::get_singleton()->particles_set_emitting(particles, p_emitting);
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}
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void GPUParticles3D::set_amount(int p_amount) {
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@ -122,7 +140,7 @@ void GPUParticles3D::set_collision_base_size(real_t p_size) {
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}
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bool GPUParticles3D::is_emitting() const {
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return RS::get_singleton()->particles_get_emitting(particles);
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return emitting;
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}
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int GPUParticles3D::get_amount() const {
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@ -373,6 +391,16 @@ PackedStringArray GPUParticles3D::get_configuration_warnings() const {
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void GPUParticles3D::restart() {
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RenderingServer::get_singleton()->particles_restart(particles);
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RenderingServer::get_singleton()->particles_set_emitting(particles, true);
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emitting = true;
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active = true;
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signal_cancled = false;
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time = 0;
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emission_time = lifetime * (1 - explosiveness_ratio);
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active_time = lifetime * (2 - explosiveness_ratio);
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if (one_shot) {
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set_process_internal(true);
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}
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}
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AABB GPUParticles3D::capture_aabb() const {
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@ -425,9 +453,23 @@ void GPUParticles3D::_notification(int p_what) {
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// Use internal process when emitting and one_shot is on so that when
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// the shot ends the editor can properly update.
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (one_shot && !is_emitting()) {
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notify_property_list_changed();
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set_process_internal(false);
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if (one_shot) {
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time += get_process_delta_time();
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if (time > emission_time) {
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emitting = false;
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if (!active) {
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set_process_internal(false);
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}
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}
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if (time > active_time) {
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if (active && !signal_cancled) {
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emit_signal(SceneStringNames::get_singleton()->finished);
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}
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active = false;
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if (!emitting) {
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set_process_internal(false);
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}
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}
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}
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} break;
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@ -571,6 +613,8 @@ void GPUParticles3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_transform_align", "align"), &GPUParticles3D::set_transform_align);
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ClassDB::bind_method(D_METHOD("get_transform_align"), &GPUParticles3D::get_transform_align);
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ADD_SIGNAL(MethodInfo("finished"));
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
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ADD_PROPERTY_DEFAULT("emitting", true); // Workaround for doctool in headless mode, as dummy rasterizer always returns false.
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ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");
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@ -60,7 +60,10 @@ public:
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private:
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RID particles;
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bool one_shot;
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bool emitting = false;
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bool active = false;
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bool signal_cancled = false;
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bool one_shot = false;
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int amount = 0;
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double lifetime = 0.0;
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double pre_process_time = 0.0;
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@ -87,6 +90,10 @@ private:
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Vector<Ref<Mesh>> draw_passes;
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Ref<Skin> skin;
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double time = 0.0;
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double emission_time = 0.0;
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double active_time = 0.0;
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void _attach_sub_emitter();
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void _skinning_changed();
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@ -57,7 +57,6 @@ SceneStringNames::SceneStringNames() {
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sleeping_state_changed = StaticCString::create("sleeping_state_changed");
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finished = StaticCString::create("finished");
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emission_finished = StaticCString::create("emission_finished");
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animation_finished = StaticCString::create("animation_finished");
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animation_changed = StaticCString::create("animation_changed");
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animation_started = StaticCString::create("animation_started");
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@ -93,7 +93,6 @@ public:
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StringName sort_children;
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StringName finished;
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StringName emission_finished;
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StringName animation_finished;
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StringName animation_changed;
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StringName animation_started;
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