Particles.xml 7.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128
  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="Particles" inherits="GeometryInstance" version="3.4">
  3. <brief_description>
  4. GPU-based 3D particle emitter.
  5. </brief_description>
  6. <description>
  7. 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.
  8. 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.
  9. [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].
  10. [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.
  11. </description>
  12. <tutorials>
  13. <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>
  14. <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
  15. </tutorials>
  16. <methods>
  17. <method name="capture_aabb" qualifiers="const">
  18. <return type="AABB">
  19. </return>
  20. <description>
  21. Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
  22. </description>
  23. </method>
  24. <method name="get_draw_pass_mesh" qualifiers="const">
  25. <return type="Mesh">
  26. </return>
  27. <argument index="0" name="pass" type="int">
  28. </argument>
  29. <description>
  30. Returns the [Mesh] that is drawn at index [code]pass[/code].
  31. </description>
  32. </method>
  33. <method name="restart">
  34. <return type="void">
  35. </return>
  36. <description>
  37. Restarts the particle emission, clearing existing particles.
  38. </description>
  39. </method>
  40. <method name="set_draw_pass_mesh">
  41. <return type="void">
  42. </return>
  43. <argument index="0" name="pass" type="int">
  44. </argument>
  45. <argument index="1" name="mesh" type="Mesh">
  46. </argument>
  47. <description>
  48. Sets the [Mesh] that is drawn at index [code]pass[/code].
  49. </description>
  50. </method>
  51. </methods>
  52. <members>
  53. <member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
  54. The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
  55. [b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
  56. </member>
  57. <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles.DrawOrder" default="0">
  58. Particle draw order. Uses [enum DrawOrder] values.
  59. </member>
  60. <member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  61. [Mesh] that is drawn for the first draw pass.
  62. </member>
  63. <member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  64. [Mesh] that is drawn for the second draw pass.
  65. </member>
  66. <member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  67. [Mesh] that is drawn for the third draw pass.
  68. </member>
  69. <member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  70. [Mesh] that is drawn for the fourth draw pass.
  71. </member>
  72. <member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1">
  73. The number of draw passes when rendering particles.
  74. </member>
  75. <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
  76. If [code]true[/code], particles are being emitted.
  77. </member>
  78. <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
  79. Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
  80. </member>
  81. <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
  82. 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.
  83. </member>
  84. <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
  85. If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
  86. </member>
  87. <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
  88. The amount of time each particle will exist (in seconds).
  89. </member>
  90. <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
  91. If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
  92. </member>
  93. <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
  94. If [code]true[/code], only [code]amount[/code] particles will be emitted.
  95. </member>
  96. <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
  97. Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
  98. </member>
  99. <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
  100. [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
  101. </member>
  102. <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
  103. Emission randomness ratio.
  104. </member>
  105. <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
  106. Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
  107. </member>
  108. <member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )">
  109. The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
  110. 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.
  111. [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.
  112. </member>
  113. </members>
  114. <constants>
  115. <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
  116. Particles are drawn in the order emitted.
  117. </constant>
  118. <constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
  119. Particles are drawn in order of remaining lifetime.
  120. </constant>
  121. <constant name="DRAW_ORDER_VIEW_DEPTH" value="2" enum="DrawOrder">
  122. Particles are drawn in order of depth.
  123. </constant>
  124. <constant name="MAX_DRAW_PASSES" value="4">
  125. Maximum number of draw passes supported.
  126. </constant>
  127. </constants>
  128. </class>