3D particle emitter.
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.
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.
http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
Returns the bounding box that contains all the particles that are active in the current frame.
Restarts the particle emission, clearing existing particles.
Number of particles to emit.
Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
[Mesh] that is drawn for the first draw pass.
[Mesh] that is drawn for the second draw pass.
[Mesh] that is drawn for the third draw pass.
[Mesh] that is drawn for the fourth draw pass.
The number of draw passes when rendering particles.
If [code]true[/code], particles are being emitted. Default value: [code]true[/code].
Time ratio between each emission. If [code]0[/code] particles are emitted continuously. If [code]1[/code] all particles are emitted simultaneously. Default value: [code]0[/code].
Amount of time each particle will exist. Default value: [code]1[/code].
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. Default value: [code]true[/code].
If [code]true[/code], only [code]amount[/code] particles will be emitted. Default value: [code]false[/code].
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
Emission randomness ratio. Default value: [code]0[/code].
Speed scaling ratio. Default value: [code]1[/code]. A value of [code]0[/code] can be used to pause the particles.
The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active.
Particles are drawn in the order emitted.
Particles are drawn in order of remaining lifetime.
Particles are drawn in order of depth.
Maximum number of draw passes supported.