2017-09-12 20:42:36 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2021-03-23 12:40:34 +00:00
<class name= "Particles" inherits= "GeometryInstance" version= "3.3" >
2017-09-12 20:42:36 +00:00
<brief_description >
2021-01-06 18:15:03 +00:00
GPU-based 3D particle emitter.
2017-09-12 20:42:36 +00:00
</brief_description>
<description >
2019-03-29 22:37:35 +00:00
3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate.
2017-10-03 19:30:32 +00:00
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
2021-01-06 18:15:03 +00:00
[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b].
[b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
2017-09-12 20:42:36 +00:00
</description>
<tutorials >
2020-10-19 13:55:33 +00:00
<link title= "Controlling thousands of fish with Particles" > https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
2020-10-01 08:34:47 +00:00
<link title= "Third Person Shooter Demo" > https://godotengine.org/asset-library/asset/678</link>
2017-09-12 20:42:36 +00:00
</tutorials>
<methods >
<method name= "capture_aabb" qualifiers= "const" >
2017-11-17 02:09:00 +00:00
<return type= "AABB" >
2017-09-12 20:42:36 +00:00
</return>
<description >
2019-06-21 23:04:47 +00:00
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
2017-09-12 20:42:36 +00:00
</description>
</method>
2019-06-27 14:10:09 +00:00
<method name= "get_draw_pass_mesh" qualifiers= "const" >
<return type= "Mesh" >
</return>
<argument index= "0" name= "pass" type= "int" >
</argument>
<description >
2019-10-30 08:09:26 +00:00
Returns the [Mesh] that is drawn at index [code]pass[/code].
2019-06-27 14:10:09 +00:00
</description>
</method>
2017-09-12 20:42:36 +00:00
<method name= "restart" >
<return type= "void" >
</return>
<description >
2019-06-04 00:57:57 +00:00
Restarts the particle emission, clearing existing particles.
2017-09-12 20:42:36 +00:00
</description>
</method>
2019-06-27 14:10:09 +00:00
<method name= "set_draw_pass_mesh" >
<return type= "void" >
</return>
<argument index= "0" name= "pass" type= "int" >
</argument>
<argument index= "1" name= "mesh" type= "Mesh" >
</argument>
<description >
2019-10-30 08:09:26 +00:00
Sets the [Mesh] that is drawn at index [code]pass[/code].
2019-06-27 14:10:09 +00:00
</description>
</method>
2017-09-12 20:42:36 +00:00
</methods>
<members >
2019-06-29 10:38:01 +00:00
<member name= "amount" type= "int" setter= "set_amount" getter= "get_amount" default= "8" >
2020-12-11 00:35:46 +00:00
The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
[b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "draw_order" type= "int" setter= "set_draw_order" getter= "get_draw_order" enum= "Particles.DrawOrder" default= "0" >
2019-12-06 22:09:20 +00:00
Particle draw order. Uses [enum DrawOrder] values.
2017-09-12 20:42:36 +00:00
</member>
2019-07-15 18:42:47 +00:00
<member name= "draw_pass_1" type= "Mesh" setter= "set_draw_pass_mesh" getter= "get_draw_pass_mesh" >
2018-06-03 01:45:30 +00:00
[Mesh] that is drawn for the first draw pass.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 19:22:15 +00:00
<member name= "draw_pass_2" type= "Mesh" setter= "set_draw_pass_mesh" getter= "get_draw_pass_mesh" >
2018-06-03 01:45:30 +00:00
[Mesh] that is drawn for the second draw pass.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 19:22:15 +00:00
<member name= "draw_pass_3" type= "Mesh" setter= "set_draw_pass_mesh" getter= "get_draw_pass_mesh" >
2018-06-03 01:45:30 +00:00
[Mesh] that is drawn for the third draw pass.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 19:22:15 +00:00
<member name= "draw_pass_4" type= "Mesh" setter= "set_draw_pass_mesh" getter= "get_draw_pass_mesh" >
2018-06-03 01:45:30 +00:00
[Mesh] that is drawn for the fourth draw pass.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "draw_passes" type= "int" setter= "set_draw_passes" getter= "get_draw_passes" default= "1" >
2018-06-03 01:45:30 +00:00
The number of draw passes when rendering particles.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "emitting" type= "bool" setter= "set_emitting" getter= "is_emitting" default= "true" >
2019-06-29 13:24:23 +00:00
If [code]true[/code], particles are being emitted.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "explosiveness" type= "float" setter= "set_explosiveness_ratio" getter= "get_explosiveness_ratio" default= "0.0" >
2019-06-29 13:24:23 +00:00
Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "fixed_fps" type= "int" setter= "set_fixed_fps" getter= "get_fixed_fps" default= "0" >
2019-06-14 00:13:37 +00:00
The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "fract_delta" type= "bool" setter= "set_fractional_delta" getter= "get_fractional_delta" default= "true" >
2019-06-29 13:24:23 +00:00
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "lifetime" type= "float" setter= "set_lifetime" getter= "get_lifetime" default= "1.0" >
2020-12-11 00:35:46 +00:00
The amount of time each particle will exist (in seconds).
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "local_coords" type= "bool" setter= "set_use_local_coordinates" getter= "get_use_local_coordinates" default= "true" >
2019-06-29 13:24:23 +00:00
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "one_shot" type= "bool" setter= "set_one_shot" getter= "get_one_shot" default= "false" >
2019-06-29 13:24:23 +00:00
If [code]true[/code], only [code]amount[/code] particles will be emitted.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "preprocess" type= "float" setter= "set_pre_process_time" getter= "get_pre_process_time" default= "0.0" >
2018-06-03 01:45:30 +00:00
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
2017-09-12 20:42:36 +00:00
</member>
2019-07-15 18:42:47 +00:00
<member name= "process_material" type= "Material" setter= "set_process_material" getter= "get_process_material" >
2017-10-03 19:30:32 +00:00
[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "randomness" type= "float" setter= "set_randomness_ratio" getter= "get_randomness_ratio" default= "0.0" >
2019-06-29 13:24:23 +00:00
Emission randomness ratio.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "speed_scale" type= "float" setter= "set_speed_scale" getter= "get_speed_scale" default= "1.0" >
2019-06-29 13:24:23 +00:00
Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "visibility_aabb" type= "AABB" setter= "set_visibility_aabb" getter= "get_visibility_aabb" default= "AABB( -4, -4, -4, 8, 8, 8 )" >
2021-01-16 15:13:33 +00:00
The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
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.
2020-06-07 19:35:40 +00:00
[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.
2017-09-12 20:42:36 +00:00
</member>
</members>
<constants >
2017-11-24 22:16:30 +00:00
<constant name= "DRAW_ORDER_INDEX" value= "0" enum= "DrawOrder" >
2017-10-03 19:30:32 +00:00
Particles are drawn in the order emitted.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "DRAW_ORDER_LIFETIME" value= "1" enum= "DrawOrder" >
2017-10-03 19:30:32 +00:00
Particles are drawn in order of remaining lifetime.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "DRAW_ORDER_VIEW_DEPTH" value= "2" enum= "DrawOrder" >
2017-10-03 19:30:32 +00:00
Particles are drawn in order of depth.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "MAX_DRAW_PASSES" value= "4" >
2018-06-03 01:45:30 +00:00
Maximum number of draw passes supported.
2017-09-12 20:42:36 +00:00
</constant>
</constants>
</class>