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- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the Particles.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_Particles:
- Particles
- =========
- **Inherits:** :ref:`GeometryInstance<class_geometryinstance>` **<** :ref:`VisualInstance<class_visualinstance>` **<** :ref:`Spatial<class_spatial>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
- **Category:** Core
- Brief Description
- -----------------
- 3D particle emitter.
- Member Functions
- ----------------
- +--------------------------+---------------------------------------------------------------------+
- | :ref:`AABB<class_aabb>` | :ref:`capture_aabb<class_Particles_capture_aabb>` **(** **)** const |
- +--------------------------+---------------------------------------------------------------------+
- | void | :ref:`restart<class_Particles_restart>` **(** **)** |
- +--------------------------+---------------------------------------------------------------------+
- Member Variables
- ----------------
- .. _class_Particles_amount:
- - :ref:`int<class_int>` **amount** - Number of particles to emit.
- .. _class_Particles_draw_order:
- - :ref:`DrawOrder<enum_particles_draworder>` **draw_order** - Particle draw order. Uses ``DRAW_ORDER_*`` values. Default value: ``DRAW_ORDER_INDEX``.
- .. _class_Particles_draw_pass_1:
- - :ref:`Mesh<class_mesh>` **draw_pass_1**
- .. _class_Particles_draw_pass_2:
- - :ref:`Mesh<class_mesh>` **draw_pass_2**
- .. _class_Particles_draw_pass_3:
- - :ref:`Mesh<class_mesh>` **draw_pass_3**
- .. _class_Particles_draw_pass_4:
- - :ref:`Mesh<class_mesh>` **draw_pass_4**
- .. _class_Particles_draw_passes:
- - :ref:`int<class_int>` **draw_passes**
- .. _class_Particles_emitting:
- - :ref:`bool<class_bool>` **emitting** - If ``true`` particles are being emitted. Default value: ``true``.
- .. _class_Particles_explosiveness:
- - :ref:`float<class_float>` **explosiveness** - Time ratio between each emission. If ``0`` particles are emitted continuously. If ``1`` all particles are emitted simultaneously. Default value: ``0``.
- .. _class_Particles_fixed_fps:
- - :ref:`int<class_int>` **fixed_fps**
- .. _class_Particles_fract_delta:
- - :ref:`bool<class_bool>` **fract_delta**
- .. _class_Particles_lifetime:
- - :ref:`float<class_float>` **lifetime** - Amount of time each particle will exist. Default value: ``1``.
- .. _class_Particles_local_coords:
- - :ref:`bool<class_bool>` **local_coords** - If ``true`` particles use the parent node's coordinate space. If ``false`` they use global coordinates. Default value: ``true``.
- .. _class_Particles_one_shot:
- - :ref:`bool<class_bool>` **one_shot** - If ``true`` only ``amount`` particles will be emitted. Default value: ``false``.
- .. _class_Particles_preprocess:
- - :ref:`float<class_float>` **preprocess**
- .. _class_Particles_process_material:
- - :ref:`Material<class_material>` **process_material** - :ref:`Material<class_material>` for processing particles. Can be a :ref:`ParticlesMaterial<class_particlesmaterial>` or a :ref:`ShaderMaterial<class_shadermaterial>`.
- .. _class_Particles_randomness:
- - :ref:`float<class_float>` **randomness** - Emission randomness ratio. Default value: ``0``.
- .. _class_Particles_speed_scale:
- - :ref:`float<class_float>` **speed_scale** - Speed scaling ratio. Default value: ``1``.
- .. _class_Particles_visibility_aabb:
- - :ref:`AABB<class_aabb>` **visibility_aabb**
- Numeric Constants
- -----------------
- - **MAX_DRAW_PASSES** = **4**
- Enums
- -----
- .. _enum_Particles_DrawOrder:
- enum **DrawOrder**
- - **DRAW_ORDER_INDEX** = **0** --- Particles are drawn in the order emitted.
- - **DRAW_ORDER_LIFETIME** = **1** --- Particles are drawn in order of remaining lifetime.
- - **DRAW_ORDER_VIEW_DEPTH** = **2** --- Particles are drawn in order of depth.
- 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 ``process_material`` property to add a :ref:`ParticlesMaterial<class_particlesmaterial>` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial<class_shadermaterial>` which will be applied to all particles.
- Member Function Description
- ---------------------------
- .. _class_Particles_capture_aabb:
- - :ref:`AABB<class_aabb>` **capture_aabb** **(** **)** const
- .. _class_Particles_restart:
- - void **restart** **(** **)**
|