126 lines
6.6 KiB
XML
126 lines
6.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="Particles" inherits="GeometryInstance" version="3.2">
|
|
<brief_description>
|
|
3D particle emitter.
|
|
</brief_description>
|
|
<description>
|
|
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.
|
|
</description>
|
|
<tutorials>
|
|
<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>
|
|
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="capture_aabb" qualifiers="const">
|
|
<return type="AABB">
|
|
</return>
|
|
<description>
|
|
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
|
|
</description>
|
|
</method>
|
|
<method name="get_draw_pass_mesh" qualifiers="const">
|
|
<return type="Mesh">
|
|
</return>
|
|
<argument index="0" name="pass" type="int">
|
|
</argument>
|
|
<description>
|
|
Returns the [Mesh] that is drawn at index [code]pass[/code].
|
|
</description>
|
|
</method>
|
|
<method name="restart">
|
|
<return type="void">
|
|
</return>
|
|
<description>
|
|
Restarts the particle emission, clearing existing particles.
|
|
</description>
|
|
</method>
|
|
<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>
|
|
Sets the [Mesh] that is drawn at index [code]pass[/code].
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
|
|
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].
|
|
</member>
|
|
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles.DrawOrder" default="0">
|
|
Particle draw order. Uses [enum DrawOrder] values.
|
|
</member>
|
|
<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
|
|
[Mesh] that is drawn for the first draw pass.
|
|
</member>
|
|
<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
|
|
[Mesh] that is drawn for the second draw pass.
|
|
</member>
|
|
<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
|
|
[Mesh] that is drawn for the third draw pass.
|
|
</member>
|
|
<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
|
|
[Mesh] that is drawn for the fourth draw pass.
|
|
</member>
|
|
<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1">
|
|
The number of draw passes when rendering particles.
|
|
</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">
|
|
Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
|
|
</member>
|
|
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
|
|
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.
|
|
</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="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
|
|
The amount of time each particle will exist (in seconds).
|
|
</member>
|
|
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
|
|
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
|
|
</member>
|
|
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
|
|
If [code]true[/code], only [code]amount[/code] particles will be emitted.
|
|
</member>
|
|
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
|
|
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
|
|
</member>
|
|
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
|
|
[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
|
|
</member>
|
|
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
|
|
Emission randomness ratio.
|
|
</member>
|
|
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
|
|
Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
|
|
</member>
|
|
<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )">
|
|
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.
|
|
[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.
|
|
</member>
|
|
</members>
|
|
<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_VIEW_DEPTH" value="2" enum="DrawOrder">
|
|
Particles are drawn in order of depth.
|
|
</constant>
|
|
<constant name="MAX_DRAW_PASSES" value="4">
|
|
Maximum number of draw passes supported.
|
|
</constant>
|
|
</constants>
|
|
</class>
|