godot/doc/classes/GPUParticles2D.xml
2023-07-12 13:29:47 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticles2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
2D particle emitter.
</brief_description>
<description>
2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate.
Use the [member process_material] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
2D particles can optionally collide with [LightOccluder2D] nodes (note: they don't collide with [PhysicsBody2D] nodes).
</description>
<tutorials>
<link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
<link title="2D Particles Demo">https://godotengine.org/asset-library/asset/118</link>
<link title="2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
<method name="capture_rect" qualifiers="const">
<return type="Rect2" />
<description>
Returns a rectangle containing the positions of all existing particles.
[b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
</description>
</method>
<method name="emit_particle">
<return type="void" />
<param index="0" name="xform" type="Transform2D" />
<param index="1" name="velocity" type="Vector2" />
<param index="2" name="color" type="Color" />
<param index="3" name="custom" type="Color" />
<param index="4" name="flags" type="int" />
<description>
Emits a single particle. Whether [param xform], [param velocity], [param color] and [param custom] are applied depends on the value of [param flags]. See [enum EmitFlags].
</description>
</method>
<method name="restart">
<return type="void" />
<description>
Restarts all the existing particles.
</description>
</method>
</methods>
<members>
<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
Number of particles emitted in one emission cycle.
</member>
<member name="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="1.0">
Multiplier for particle's collision radius. [code]1.0[/code] corresponds to the size of the sprite.
</member>
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="1">
Particle draw order. Uses [enum DrawOrder] values.
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
If [code]true[/code], particles are being emitted.
</member>
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30">
The particle system's frame rate is fixed to a value. For example, 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.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
</member>
<member name="interpolate" type="bool" setter="set_interpolate" getter="get_interpolate" default="true">
Enables particle interpolation, which makes the particle movement smoother when their [member fixed_fps] is lower than the screen refresh rate.
</member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
</member>
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
</member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
Particle system starts as if it had already run for this many seconds.
</member>
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
[Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial].
</member>
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
Emission lifetime randomness ratio.
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
</member>
<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
The [NodePath] to the [GPUParticles2D] used for sub-emissions.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
Particle texture. If [code]null[/code], particles will be squares.
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
If [code]true[/code], enables particle trails using a mesh skinning system.
[b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and subdivisions is set with the [member trail_sections] and [member trail_section_subdivisions] properties.
</member>
<member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_section_subdivisions" type="int" setter="set_trail_section_subdivisions" getter="get_trail_section_subdivisions" default="4">
The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_sections]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8">
The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_section_subdivisions]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2(-100, -100, 200, 200)">
The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
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.
</member>
</members>
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
</description>
</signal>
</signals>
<constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.
</constant>
<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
Particles are drawn in order of remaining lifetime.
</constant>
<constant name="DRAW_ORDER_REVERSE_LIFETIME" value="2" enum="DrawOrder">
</constant>
<constant name="EMIT_FLAG_POSITION" value="1" enum="EmitFlags">
Particle starts at the specified position.
</constant>
<constant name="EMIT_FLAG_ROTATION_SCALE" value="2" enum="EmitFlags">
Particle starts with specified rotation and scale.
</constant>
<constant name="EMIT_FLAG_VELOCITY" value="4" enum="EmitFlags">
Particle starts with the specified velocity vector, which defines the emission direction and speed.
</constant>
<constant name="EMIT_FLAG_COLOR" value="8" enum="EmitFlags">
Particle starts with specified color.
</constant>
<constant name="EMIT_FLAG_CUSTOM" value="16" enum="EmitFlags">
Particle starts with specified [code]CUSTOM[/code] data.
</constant>
</constants>
</class>