Files
FlaxEngine/Source/Engine/Particles/ParticleEmitterFunction.h
2024-02-26 19:00:48 +01:00

86 lines
2.5 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Content/BinaryAsset.h"
#include "Graph/CPU/ParticleEmitterGraph.CPU.h"
#if COMPILE_WITH_PARTICLE_GPU_GRAPH
#include "Graph/GPU/ParticleEmitterGraph.GPU.h"
#endif
/// <summary>
/// Particle function graph asset that contains reusable part of the particle emitter graph.
/// </summary>
API_CLASS(NoSpawn) class FLAXENGINE_API ParticleEmitterFunction : public BinaryAsset
{
DECLARE_BINARY_ASSET_HEADER(ParticleEmitterFunction, 1);
public:
/// <summary>
/// The loaded CPU particle function graph.
/// </summary>
ParticleEmitterGraphCPU Graph;
/// <summary>
/// The input nodes (indices).
/// </summary>
Array<int32, FixedAllocation<16>> Inputs;
/// <summary>
/// The output nodes (indices).
/// </summary>
Array<int32, FixedAllocation<16>> Outputs;
#if COMPILE_WITH_PARTICLE_GPU_GRAPH
/// <summary>
/// The loaded GPU particle function graph.
/// </summary>
ParticleEmitterGraphGPU GraphGPU;
#endif
/// <summary>
/// Tries to load surface graph from the asset.
/// </summary>
/// <param name="graph">The graph to load.</param>
/// <returns>True if failed, otherwise false.</returns>
bool LoadSurface(ParticleEmitterGraphCPU& graph);
#if USE_EDITOR
/// <summary>
/// Tries to load surface graph from the asset.
/// </summary>
/// <returns>The output surface data, or empty if failed to load.</returns>
API_FUNCTION() BytesContainer LoadSurface();
#if COMPILE_WITH_PARTICLE_GPU_GRAPH
/// <summary>
/// Tries to load surface graph from the asset.
/// </summary>
/// <param name="graph">The graph to load.</param>
/// <returns>True if failed, otherwise false.</returns>
bool LoadSurface(ParticleEmitterGraphGPU& graph);
#endif
// Gets the function signature for Visject Surface editor.
API_FUNCTION() void GetSignature(API_PARAM(Out) Array<StringView, FixedAllocation<32>>& types, API_PARAM(Out) Array<StringView, FixedAllocation<32>>& names);
/// <summary>
/// Updates the particle graph surface (save new one, discards cached data, reloads asset).
/// </summary>
/// <param name="data">The surface graph data.</param>
/// <returns>True if cannot save it, otherwise false.</returns>
API_FUNCTION() bool SaveSurface(BytesContainer& data);
#endif
protected:
// [BinaryAsset]
LoadResult load() override;
void unload(bool isReloading) override;
AssetChunksFlag getChunksToPreload() const override;
};