particle_systems_2d.rst 11 KB

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  1. .. _doc_particle_systems_2d:
  2. Particle systems (2D)
  3. =====================
  4. Intro
  5. -----
  6. Particle systems are used to simulate complex physical effects,
  7. such as sparks, fire, magic particles, smoke, mist, etc.
  8. The idea is that a "particle" is emitted at a fixed interval and with a
  9. fixed lifetime. During its lifetime, every particle will have the same
  10. base behavior. What makes each particle different from the rest and provides a more
  11. organic look is the "randomness" associated with each parameter. In
  12. essence, creating a particle system means setting base physics
  13. parameters and then adding randomness to them.
  14. Particle nodes
  15. ~~~~~~~~~~~~~~
  16. Godot provides two different nodes for 2D particles, :ref:`class_Particles2D` and
  17. :ref:`class_CPUParticles2D`.
  18. Particles2D is more advanced and uses the GPU to process particle effects, but that limits
  19. it to higher end graphics API, and in our case to the GLES3 renderer. For projects using
  20. the GLES2 backend, CPUParticles2D is a CPU-driven option with near feature parity with
  21. Particles2D, but lesser performance. While Particles2D is configured via a
  22. :ref:`class_ParticlesMaterial` (and optionally with a custom shader), the matching options
  23. are provided via node properties in CPUParticles2D (with the exception of the trail settings).
  24. You can convert a Particles2D node into a CPUParticles2D node by clicking on the node in the
  25. inspector, and selecting "Convert to CPUParticles2D" in the "Particles" menu of the toolbar.
  26. .. image:: img/particles_convert.png
  27. The rest of this tutorial is going to use the Particles2D node. First, add a Particles2D
  28. node to your scene. After creating that node you will notice that only a white dot was created,
  29. and that there is a warning icon next to your Particles2D node in the scene dock. This
  30. is because the node needs a ParticlesMaterial to function.
  31. ParticlesMaterial
  32. ~~~~~~~~~~~~~~~~~
  33. To add a process material to your particles node, go to ``Process Material`` in
  34. your inspector panel. Click on the box next to ``Material``, and from the dropdown
  35. menu select ``New ParticlesMaterial``.
  36. .. image:: img/particles_material.png
  37. Your Particles2D node should now be emitting
  38. white points downward.
  39. .. image:: img/particles1.png
  40. Texture
  41. ~~~~~~~
  42. A particle system uses a single texture (in the future this might be
  43. extended to animated textures via spritesheet). The texture is set via
  44. the relevant texture property:
  45. .. image:: img/particles2.png
  46. Time parameters
  47. ---------------
  48. Lifetime
  49. ~~~~~~~~
  50. The time in seconds that every particle will stay alive. When lifetime
  51. ends, a new particle is created to replace it.
  52. Lifetime: 0.5
  53. .. image:: img/paranim14.gif
  54. Lifetime: 4.0
  55. .. image:: img/paranim15.gif
  56. One Shot
  57. ~~~~~~~~
  58. When enabled, a Particles2D node will emit all of its particles once
  59. and then never again.
  60. Preprocess
  61. ~~~~~~~~~~
  62. Particle systems begin with zero particles emitted, then start emitting.
  63. This can be an inconvenience when loading a scene and systems like
  64. a torch, mist, etc. begin emitting the moment you enter. Preprocess is
  65. used to let the system process a given number of seconds before it is
  66. actually drawn the first time.
  67. Speed Scale
  68. ~~~~~~~~~~~
  69. The speed scale has a default value of ``1`` and is used to adjust the
  70. speed of a particle system. Lowering the value will make the particles
  71. slower while increasing the value will make the particles much faster.
  72. Explosiveness
  73. ~~~~~~~~~~~~~
  74. If lifetime is ``1`` and there are 10 particles, it means a particle
  75. will be emitted every 0.1 seconds. The explosiveness parameter changes
  76. this, and forces particles to be emitted all together. Ranges are:
  77. - 0: Emit particles at regular intervals (default value).
  78. - 1: Emit all particles simultaneously.
  79. Values in the middle are also allowed. This feature is useful for
  80. creating explosions or sudden bursts of particles:
  81. .. image:: img/paranim18.gif
  82. Randomness
  83. ~~~~~~~~~~
  84. All physics parameters can be randomized. Random values range from ``0`` to
  85. ``1``. The formula to randomize a parameter is:
  86. ::
  87. initial_value = param_value + param_value * randomness
  88. Fixed FPS
  89. ~~~~~~~~~
  90. This setting can be used to set the particle system to render at a fixed
  91. FPS. For instance, changing the value to ``2`` will make the particles render
  92. at 2 frames per second. Note this does not slow down the particle system itself.
  93. Fract Delta
  94. ~~~~~~~~~~~
  95. This can be used to turn Fract Delta on or off.
  96. Drawing parameters
  97. ------------------
  98. Visibility Rect
  99. ~~~~~~~~~~~~~~~
  100. The visibility rectangle controls the visibility of the particles on screen. If this rectangle is outside of the viewport, the engine will not render the particles on screen.
  101. The rectangle's ``W`` and ``H`` properties respectively control its Width and its Height.
  102. The ``X`` and ``Y`` properties control the position of the upper-left
  103. corner of the rectangle, relative to the particle emitter.
  104. You can have Godot generate a Visibility Rect automatically using the toolbar above the 2d view. To do so, select the Particles2D node and Click ``Particles > Generate Visibility Rect``. Godot will simulate the Particles2D node emitting particles for a few seconds and set the rectangle to fit the surface the particles take.
  105. You can control the emit duration with the ``Generation Time (sec)`` option. The maximum value is 25 seconds. If you need more time for your particles to move around, you can temporarily change the ``preprocess`` duration on the Particles2D node.
  106. Local Coords
  107. ~~~~~~~~~~~~
  108. By default this option is on, and it means that the space that particles
  109. are emitted to is relative to the node. If the node is moved, all
  110. particles are moved with it:
  111. .. image:: img/paranim20.gif
  112. If disabled, particles will emit to global space, meaning that if the
  113. node is moved, already emitted particles are not affected:
  114. .. image:: img/paranim21.gif
  115. Draw Order
  116. ~~~~~~~~~~
  117. This controls the order in which individual particles are drawn. ``Index``
  118. means particles are drawn according to their emission order (default).
  119. ``Lifetime`` means they are drawn in order of remaining lifetime.
  120. ParticlesMaterial settings
  121. --------------------------
  122. Direction
  123. ~~~~~~~~~
  124. This is the base direction at which particles emit. The default is
  125. ``Vector3(1, 0, 0)`` which makes particles emit to the right. However,
  126. with the default gravity settings, particles will go straight down.
  127. .. image:: img/direction1.png
  128. For this property to be noticeable, you need an *initial velocity* greater
  129. than 0. Here, we set the initial velocity to 40. You'll notice that
  130. particles emit toward the right, then go down because of gravity.
  131. .. image:: img/direction2.png
  132. Spread
  133. ~~~~~~
  134. This parameter is the angle in degrees which will be randomly added in
  135. either direction to the base ``Direction``. A spread of ``180`` will emit
  136. in all directions (+/- 180). For spread to do anything the "Initial Velocity"
  137. parameter must be greater than 0.
  138. .. image:: img/paranim3.gif
  139. Flatness
  140. ~~~~~~~~
  141. This property is only useful for 3D particles.
  142. Gravity
  143. ~~~~~~~
  144. The gravity applied to every particle.
  145. .. image:: img/paranim7.gif
  146. Initial Velocity
  147. ~~~~~~~~~~~~~~~~
  148. Initial velocity is the speed at which particles will be emitted (in
  149. pixels/sec). Speed might later be modified by gravity or other
  150. accelerations (as described further below).
  151. .. image:: img/paranim4.gif
  152. Angular Velocity
  153. ~~~~~~~~~~~~~~~~
  154. Angular velocity is the initial angular velocity applied to particles.
  155. Spin Velocity
  156. ~~~~~~~~~~~~~
  157. Spin velocity is the speed at which particles turn around their center
  158. (in degrees/sec).
  159. .. image:: img/paranim5.gif
  160. Orbit Velocity
  161. ~~~~~~~~~~~~~~
  162. Orbit velocity is used to make particles turn around their center.
  163. .. image:: img/paranim6.gif
  164. Linear Acceleration
  165. ~~~~~~~~~~~~~~~~~~~
  166. The linear acceleration applied to each particle.
  167. Radial Acceleration
  168. ~~~~~~~~~~~~~~~~~~~
  169. If this acceleration is positive, particles are accelerated away from
  170. the center. If negative, they are absorbed towards it.
  171. .. image:: img/paranim8.gif
  172. Tangential Acceleration
  173. ~~~~~~~~~~~~~~~~~~~~~~~
  174. This acceleration will use the tangent vector to the center. Combining
  175. with radial acceleration can do nice effects.
  176. .. image:: img/paranim9.gif
  177. Damping
  178. ~~~~~~~
  179. Damping applies friction to the particles, forcing them to stop. It is
  180. especially useful for sparks or explosions, which usually begin with a
  181. high linear velocity and then stop as they fade.
  182. .. image:: img/paranim10.gif
  183. Angle
  184. ~~~~~
  185. Determines the initial angle of the particle (in degrees). This parameter
  186. is mostly useful randomized.
  187. .. image:: img/paranim11.gif
  188. Scale
  189. ~~~~~
  190. Determines the initial scale of the particles.
  191. .. image:: img/paranim12.gif
  192. Color
  193. ~~~~~
  194. Used to change the color of the particles being emitted.
  195. Hue variation
  196. ~~~~~~~~~~~~~
  197. The ``Variation`` value sets the initial hue variation applied to each
  198. particle. The ``Variation Random`` value controls the hue variation
  199. randomness ratio.
  200. Emission Shapes
  201. ---------------
  202. ParticlesMaterials allow you to set an Emission Mask, which dictates
  203. the area and direction in which particles are emitted.
  204. These can be generated from textures in your project.
  205. Ensure that a ParticlesMaterial is set, and the Particles2D node is selected.
  206. A "Particles" menu should appear in the Toolbar:
  207. .. image:: img/emission_shapes1.png
  208. Open it and select "Load Emission Mask":
  209. .. image:: img/emission_shapes2.png
  210. Then select which texture you want to use as your mask:
  211. .. image:: img/emission_shapes3.png
  212. A dialog box with several settings will appear.
  213. Emission Mask
  214. ~~~~~~~~~~~~~
  215. Three types of emission masks can be generated from a texture:
  216. - Solid Pixels: Particles will spawn from any area of the texture,
  217. excluding transparent areas.
  218. .. image:: img/emission_mask_solid.gif
  219. - Border Pixels: Particles will spawn from the outer edges of the texture.
  220. .. image:: img/emission_mask_border.gif
  221. - Directed Border Pixels: Similar to Border Pixels, but adds extra
  222. information to the mask to give particles the ability to emit away
  223. from the borders. Note that an ``Initial Velocity`` will need to
  224. be set in order to utilize this.
  225. .. image:: img/emission_mask_directed_border.gif
  226. Emission Colors
  227. ~~~~~~~~~~~~~~~
  228. ``Capture from Pixel`` will cause the particles to inherit the color of the mask at their spawn points.
  229. Once you click "OK", the mask will be generated and set to the ParticlesMaterial, under the ``Emission Shape`` section:
  230. .. image:: img/emission_shapes4.png
  231. All of the values within this section have been automatically generated by the
  232. "Load Emission Mask" menu, so they should generally be left alone.
  233. .. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
  234. The "Load Emission Mask" menu should always be used instead.