100 lines
5.1 KiB
XML
100 lines
5.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Particles" inherits="GeometryInstance" category="Core" version="3.1">
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<brief_description>
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3D particle emitter.
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</brief_description>
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<description>
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3D particle node used to create a variety of particle systems and effects. [code]Particles[/code] features an emitter that generates some number of particles at a given rate.
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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.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
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</tutorials>
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<methods>
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<method name="capture_aabb" qualifiers="const">
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<return type="AABB">
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</return>
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<description>
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</description>
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</method>
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<method name="restart">
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<return type="void">
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</return>
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<description>
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Restarts the particle emmission, clearing existing particles.
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</description>
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</method>
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</methods>
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<members>
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<member name="amount" type="int" setter="set_amount" getter="get_amount">
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Number of particles to emit.
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</member>
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<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles.DrawOrder">
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Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
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</member>
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<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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[Mesh] that is drawn for the first draw pass.
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</member>
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<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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[Mesh] that is drawn for the second draw pass.
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</member>
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<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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[Mesh] that is drawn for the third draw pass.
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</member>
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<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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[Mesh] that is drawn for the fourth draw pass.
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</member>
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<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes">
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The number of draw passes when rendering particles.
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting">
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If [code]true[/code], particles are being emitted. Default value: [code]true[/code].
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</member>
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<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio">
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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].
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</member>
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<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps">
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</member>
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<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta">
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</member>
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<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime">
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Amount of time each particle will exist. Default value: [code]1[/code].
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</member>
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<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates">
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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].
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</member>
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<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot">
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If [code]true[/code], only [code]amount[/code] particles will be emitted. Default value: [code]false[/code].
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</member>
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<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time">
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Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
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</member>
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<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
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[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
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</member>
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<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio">
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Emission randomness ratio. Default value: [code]0[/code].
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</member>
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale">
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Speed scaling ratio. Default value: [code]1[/code]. A value of [code]0[/code] can be used to pause the particles.
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</member>
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<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb">
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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.
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</member>
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</members>
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<constants>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
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Particles are drawn in the order emitted.
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</constant>
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<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
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Particles are drawn in order of remaining lifetime.
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</constant>
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<constant name="DRAW_ORDER_VIEW_DEPTH" value="2" enum="DrawOrder">
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Particles are drawn in order of depth.
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</constant>
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<constant name="MAX_DRAW_PASSES" value="4">
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Maximum number of draw passes supported.
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</constant>
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</constants>
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</class>
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