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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="Particles" inherits="GeometryInstance" version="3.4">
- <brief_description>
- GPU-based 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.
- [b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b].
- [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
- </description>
- <tutorials>
- <link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/3.3/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 node's region which needs to be visible on screen for the particle system to be active.
- Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
- [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>
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