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- :github_url: hide
- .. 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.
- Properties
- ----------
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`amount<class_Particles_property_amount>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`DrawOrder<enum_Particles_DrawOrder>` | :ref:`draw_order<class_Particles_property_draw_order>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_1<class_Particles_property_draw_pass_1>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_2<class_Particles_property_draw_pass_2>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_3<class_Particles_property_draw_pass_3>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_4<class_Particles_property_draw_pass_4>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`draw_passes<class_Particles_property_draw_passes>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`emitting<class_Particles_property_emitting>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`explosiveness<class_Particles_property_explosiveness>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`fixed_fps<class_Particles_property_fixed_fps>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`fract_delta<class_Particles_property_fract_delta>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`lifetime<class_Particles_property_lifetime>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`local_coords<class_Particles_property_local_coords>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`one_shot<class_Particles_property_one_shot>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`preprocess<class_Particles_property_preprocess>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`Material<class_Material>` | :ref:`process_material<class_Particles_property_process_material>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`randomness<class_Particles_property_randomness>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`speed_scale<class_Particles_property_speed_scale>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- | :ref:`AABB<class_AABB>` | :ref:`visibility_aabb<class_Particles_property_visibility_aabb>` |
- +--------------------------------------------+--------------------------------------------------------------------+
- Methods
- -------
- +-------------------------+----------------------------------------------------------------------------+
- | :ref:`AABB<class_AABB>` | :ref:`capture_aabb<class_Particles_method_capture_aabb>` **(** **)** const |
- +-------------------------+----------------------------------------------------------------------------+
- | void | :ref:`restart<class_Particles_method_restart>` **(** **)** |
- +-------------------------+----------------------------------------------------------------------------+
- Enumerations
- ------------
- .. _enum_Particles_DrawOrder:
- .. _class_Particles_constant_DRAW_ORDER_INDEX:
- .. _class_Particles_constant_DRAW_ORDER_LIFETIME:
- .. _class_Particles_constant_DRAW_ORDER_VIEW_DEPTH:
- 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.
- Constants
- ---------
- .. _class_Particles_constant_MAX_DRAW_PASSES:
- - **MAX_DRAW_PASSES** = **4** --- Maximum number of draw passes supported.
- 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.
- Tutorials
- ---------
- - :doc:`../tutorials/3d/vertex_animation/controlling_thousands_of_fish`
- Property Descriptions
- ---------------------
- .. _class_Particles_property_amount:
- - :ref:`int<class_int>` **amount**
- +----------+-------------------+
- | *Setter* | set_amount(value) |
- +----------+-------------------+
- | *Getter* | get_amount() |
- +----------+-------------------+
- Number of particles to emit.
- ----
- .. _class_Particles_property_draw_order:
- - :ref:`DrawOrder<enum_Particles_DrawOrder>` **draw_order**
- +----------+-----------------------+
- | *Setter* | set_draw_order(value) |
- +----------+-----------------------+
- | *Getter* | get_draw_order() |
- +----------+-----------------------+
- Particle draw order. Uses ``DRAW_ORDER_*`` values. Default value: :ref:`DRAW_ORDER_INDEX<class_Particles_constant_DRAW_ORDER_INDEX>`.
- ----
- .. _class_Particles_property_draw_pass_1:
- - :ref:`Mesh<class_Mesh>` **draw_pass_1**
- +----------+---------------------------+
- | *Setter* | set_draw_pass_mesh(value) |
- +----------+---------------------------+
- | *Getter* | get_draw_pass_mesh() |
- +----------+---------------------------+
- :ref:`Mesh<class_Mesh>` that is drawn for the first draw pass.
- ----
- .. _class_Particles_property_draw_pass_2:
- - :ref:`Mesh<class_Mesh>` **draw_pass_2**
- +----------+---------------------------+
- | *Setter* | set_draw_pass_mesh(value) |
- +----------+---------------------------+
- | *Getter* | get_draw_pass_mesh() |
- +----------+---------------------------+
- :ref:`Mesh<class_Mesh>` that is drawn for the second draw pass.
- ----
- .. _class_Particles_property_draw_pass_3:
- - :ref:`Mesh<class_Mesh>` **draw_pass_3**
- +----------+---------------------------+
- | *Setter* | set_draw_pass_mesh(value) |
- +----------+---------------------------+
- | *Getter* | get_draw_pass_mesh() |
- +----------+---------------------------+
- :ref:`Mesh<class_Mesh>` that is drawn for the third draw pass.
- ----
- .. _class_Particles_property_draw_pass_4:
- - :ref:`Mesh<class_Mesh>` **draw_pass_4**
- +----------+---------------------------+
- | *Setter* | set_draw_pass_mesh(value) |
- +----------+---------------------------+
- | *Getter* | get_draw_pass_mesh() |
- +----------+---------------------------+
- :ref:`Mesh<class_Mesh>` that is drawn for the fourth draw pass.
- ----
- .. _class_Particles_property_draw_passes:
- - :ref:`int<class_int>` **draw_passes**
- +----------+------------------------+
- | *Setter* | set_draw_passes(value) |
- +----------+------------------------+
- | *Getter* | get_draw_passes() |
- +----------+------------------------+
- The number of draw passes when rendering particles.
- ----
- .. _class_Particles_property_emitting:
- - :ref:`bool<class_bool>` **emitting**
- +----------+---------------------+
- | *Setter* | set_emitting(value) |
- +----------+---------------------+
- | *Getter* | is_emitting() |
- +----------+---------------------+
- If ``true``, particles are being emitted. Default value: ``true``.
- ----
- .. _class_Particles_property_explosiveness:
- - :ref:`float<class_float>` **explosiveness**
- +----------+--------------------------------+
- | *Setter* | set_explosiveness_ratio(value) |
- +----------+--------------------------------+
- | *Getter* | get_explosiveness_ratio() |
- +----------+--------------------------------+
- Time ratio between each emission. If ``0`` particles are emitted continuously. If ``1`` all particles are emitted simultaneously. Default value: ``0``.
- ----
- .. _class_Particles_property_fixed_fps:
- - :ref:`int<class_int>` **fixed_fps**
- +----------+----------------------+
- | *Setter* | set_fixed_fps(value) |
- +----------+----------------------+
- | *Getter* | get_fixed_fps() |
- +----------+----------------------+
- 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.
- ----
- .. _class_Particles_property_fract_delta:
- - :ref:`bool<class_bool>` **fract_delta**
- +----------+-----------------------------+
- | *Setter* | set_fractional_delta(value) |
- +----------+-----------------------------+
- | *Getter* | get_fractional_delta() |
- +----------+-----------------------------+
- If ``true``, results in fractional delta calculation which has a smoother particles display effect. Default value: ``true``.
- ----
- .. _class_Particles_property_lifetime:
- - :ref:`float<class_float>` **lifetime**
- +----------+---------------------+
- | *Setter* | set_lifetime(value) |
- +----------+---------------------+
- | *Getter* | get_lifetime() |
- +----------+---------------------+
- Amount of time each particle will exist. Default value: ``1``.
- ----
- .. _class_Particles_property_local_coords:
- - :ref:`bool<class_bool>` **local_coords**
- +----------+----------------------------------+
- | *Setter* | set_use_local_coordinates(value) |
- +----------+----------------------------------+
- | *Getter* | get_use_local_coordinates() |
- +----------+----------------------------------+
- If ``true``, particles use the parent node's coordinate space. If ``false``, they use global coordinates. Default value: ``true``.
- ----
- .. _class_Particles_property_one_shot:
- - :ref:`bool<class_bool>` **one_shot**
- +----------+---------------------+
- | *Setter* | set_one_shot(value) |
- +----------+---------------------+
- | *Getter* | get_one_shot() |
- +----------+---------------------+
- If ``true``, only ``amount`` particles will be emitted. Default value: ``false``.
- ----
- .. _class_Particles_property_preprocess:
- - :ref:`float<class_float>` **preprocess**
- +----------+-----------------------------+
- | *Setter* | set_pre_process_time(value) |
- +----------+-----------------------------+
- | *Getter* | get_pre_process_time() |
- +----------+-----------------------------+
- Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
- ----
- .. _class_Particles_property_process_material:
- - :ref:`Material<class_Material>` **process_material**
- +----------+-----------------------------+
- | *Setter* | set_process_material(value) |
- +----------+-----------------------------+
- | *Getter* | get_process_material() |
- +----------+-----------------------------+
- :ref:`Material<class_Material>` for processing particles. Can be a :ref:`ParticlesMaterial<class_ParticlesMaterial>` or a :ref:`ShaderMaterial<class_ShaderMaterial>`.
- ----
- .. _class_Particles_property_randomness:
- - :ref:`float<class_float>` **randomness**
- +----------+-----------------------------+
- | *Setter* | set_randomness_ratio(value) |
- +----------+-----------------------------+
- | *Getter* | get_randomness_ratio() |
- +----------+-----------------------------+
- Emission randomness ratio. Default value: ``0``.
- ----
- .. _class_Particles_property_speed_scale:
- - :ref:`float<class_float>` **speed_scale**
- +----------+------------------------+
- | *Setter* | set_speed_scale(value) |
- +----------+------------------------+
- | *Getter* | get_speed_scale() |
- +----------+------------------------+
- Speed scaling ratio. Default value: ``1``. A value of ``0`` can be used to pause the particles.
- ----
- .. _class_Particles_property_visibility_aabb:
- - :ref:`AABB<class_AABB>` **visibility_aabb**
- +----------+----------------------------+
- | *Setter* | set_visibility_aabb(value) |
- +----------+----------------------------+
- | *Getter* | get_visibility_aabb() |
- +----------+----------------------------+
- The :ref:`AABB<class_AABB>` that determines the area of the world part of which needs to be visible on screen for the particle system to be active.
- Method Descriptions
- -------------------
- .. _class_Particles_method_capture_aabb:
- - :ref:`AABB<class_AABB>` **capture_aabb** **(** **)** const
- Returns the bounding box that contains all the particles that are active in the current frame.
- ----
- .. _class_Particles_method_restart:
- - void **restart** **(** **)**
- Restarts the particle emission, clearing existing particles.
|