88 lines
2.5 KiB
C++
88 lines
2.5 KiB
C++
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Content/BinaryAsset.h"
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#include "Graph/CPU/ParticleEmitterGraph.CPU.h"
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#if COMPILE_WITH_PARTICLE_GPU_GRAPH
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#include "Graph/GPU/ParticleEmitterGraph.GPU.h"
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#endif
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/// <summary>
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/// Particle function graph asset that contains reusable part of the particle emitter graph.
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/// </summary>
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API_CLASS(NoSpawn) class FLAXENGINE_API ParticleEmitterFunction : public BinaryAsset
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{
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DECLARE_BINARY_ASSET_HEADER(ParticleEmitterFunction, 1);
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public:
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/// <summary>
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/// The loaded CPU particle function graph.
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/// </summary>
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ParticleEmitterGraphCPU Graph;
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/// <summary>
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/// The input nodes (indices).
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/// </summary>
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Array<int32, FixedAllocation<16>> Inputs;
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/// <summary>
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/// The output nodes (indices).
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/// </summary>
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Array<int32, FixedAllocation<16>> Outputs;
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#if COMPILE_WITH_PARTICLE_GPU_GRAPH
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/// <summary>
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/// The loaded GPU particle function graph.
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/// </summary>
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ParticleEmitterGraphGPU GraphGPU;
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#endif
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/// <summary>
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/// Tries to load surface graph from the asset.
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/// </summary>
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/// <param name="graph">The graph to load.</param>
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/// <returns>True if failed, otherwise false.</returns>
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bool LoadSurface(ParticleEmitterGraphCPU& graph);
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#if USE_EDITOR
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/// <summary>
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/// Tries to load surface graph from the asset.
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/// </summary>
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/// <returns>The output surface data, or empty if failed to load.</returns>
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API_FUNCTION() BytesContainer LoadSurface();
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#if COMPILE_WITH_PARTICLE_GPU_GRAPH
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/// <summary>
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/// Tries to load surface graph from the asset.
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/// </summary>
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/// <param name="graph">The graph to load.</param>
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/// <returns>True if failed, otherwise false.</returns>
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bool LoadSurface(ParticleEmitterGraphGPU& graph);
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#endif
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// Gets the function signature for Visject Surface editor.
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API_FUNCTION() void GetSignature(API_PARAM(Out) Array<StringView, FixedAllocation<32>>& types, API_PARAM(Out) Array<StringView, FixedAllocation<32>>& names);
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/// <summary>
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/// Updates the particle graph surface (save new one, discards cached data, reloads asset).
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/// </summary>
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/// <param name="data">The surface graph data.</param>
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/// <returns>True if cannot save it, otherwise false.</returns>
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API_FUNCTION() bool SaveSurface(BytesContainer& data);
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#endif
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protected:
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// [BinaryAsset]
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LoadResult load() override;
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void unload(bool isReloading) override;
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AssetChunksFlag getChunksToPreload() const override;
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};
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