GPUParticles3D.xml 8.4 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="GPUParticles3D" inherits="GeometryInstance3D" version="4.0">
  3. <brief_description>
  4. 3D particle emitter.
  5. </brief_description>
  6. <description>
  7. 3D particle node used to create a variety of particle systems and effects. [GPUParticles3D] 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. </description>
  10. <tutorials>
  11. <link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
  12. <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
  13. </tutorials>
  14. <methods>
  15. <method name="capture_aabb" qualifiers="const">
  16. <return type="AABB" />
  17. <description>
  18. Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
  19. </description>
  20. </method>
  21. <method name="emit_particle">
  22. <return type="void" />
  23. <argument index="0" name="xform" type="Transform3D" />
  24. <argument index="1" name="velocity" type="Vector3" />
  25. <argument index="2" name="color" type="Color" />
  26. <argument index="3" name="custom" type="Color" />
  27. <argument index="4" name="flags" type="int" />
  28. <description>
  29. </description>
  30. </method>
  31. <method name="get_draw_pass_mesh" qualifiers="const">
  32. <return type="Mesh" />
  33. <argument index="0" name="pass" type="int" />
  34. <description>
  35. Returns the [Mesh] that is drawn at index [code]pass[/code].
  36. </description>
  37. </method>
  38. <method name="restart">
  39. <return type="void" />
  40. <description>
  41. Restarts the particle emission, clearing existing particles.
  42. </description>
  43. </method>
  44. <method name="set_draw_pass_mesh">
  45. <return type="void" />
  46. <argument index="0" name="pass" type="int" />
  47. <argument index="1" name="mesh" type="Mesh" />
  48. <description>
  49. Sets the [Mesh] that is drawn at index [code]pass[/code].
  50. </description>
  51. </method>
  52. </methods>
  53. <members>
  54. <member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
  55. Number of particles to emit.
  56. </member>
  57. <member name="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="0.01">
  58. </member>
  59. <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles3D.DrawOrder" default="0">
  60. Particle draw order. Uses [enum DrawOrder] values.
  61. </member>
  62. <member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  63. [Mesh] that is drawn for the first draw pass.
  64. </member>
  65. <member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  66. [Mesh] that is drawn for the second draw pass.
  67. </member>
  68. <member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  69. [Mesh] that is drawn for the third draw pass.
  70. </member>
  71. <member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  72. [Mesh] that is drawn for the fourth draw pass.
  73. </member>
  74. <member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1">
  75. The number of draw passes when rendering particles.
  76. </member>
  77. <member name="draw_skin" type="Skin" setter="set_skin" getter="get_skin">
  78. </member>
  79. <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
  80. If [code]true[/code], particles are being emitted.
  81. </member>
  82. <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
  83. Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
  84. </member>
  85. <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30">
  86. 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.
  87. </member>
  88. <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
  89. If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
  90. </member>
  91. <member name="interpolate" type="bool" setter="set_interpolate" getter="get_interpolate" default="true">
  92. </member>
  93. <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
  94. Amount of time each particle will exist.
  95. </member>
  96. <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
  97. If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
  98. </member>
  99. <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
  100. If [code]true[/code], only [code]amount[/code] particles will be emitted.
  101. </member>
  102. <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
  103. Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
  104. </member>
  105. <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
  106. [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
  107. </member>
  108. <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
  109. Emission randomness ratio.
  110. </member>
  111. <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
  112. Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
  113. </member>
  114. <member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
  115. </member>
  116. <member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
  117. </member>
  118. <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
  119. </member>
  120. <member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0">
  121. </member>
  122. <member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB(-4, -4, -4, 8, 8, 8)">
  123. The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
  124. 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.
  125. </member>
  126. </members>
  127. <constants>
  128. <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
  129. Particles are drawn in the order emitted.
  130. </constant>
  131. <constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
  132. Particles are drawn in order of remaining lifetime.
  133. </constant>
  134. <constant name="DRAW_ORDER_REVERSE_LIFETIME" value="2" enum="DrawOrder">
  135. </constant>
  136. <constant name="DRAW_ORDER_VIEW_DEPTH" value="3" enum="DrawOrder">
  137. Particles are drawn in order of depth.
  138. </constant>
  139. <constant name="EMIT_FLAG_POSITION" value="1" enum="EmitFlags">
  140. </constant>
  141. <constant name="EMIT_FLAG_ROTATION_SCALE" value="2" enum="EmitFlags">
  142. </constant>
  143. <constant name="EMIT_FLAG_VELOCITY" value="4" enum="EmitFlags">
  144. </constant>
  145. <constant name="EMIT_FLAG_COLOR" value="8" enum="EmitFlags">
  146. </constant>
  147. <constant name="EMIT_FLAG_CUSTOM" value="16" enum="EmitFlags">
  148. </constant>
  149. <constant name="MAX_DRAW_PASSES" value="4">
  150. Maximum number of draw passes supported.
  151. </constant>
  152. <constant name="TRANSFORM_ALIGN_DISABLED" value="0" enum="TransformAlign">
  153. </constant>
  154. <constant name="TRANSFORM_ALIGN_Z_BILLBOARD" value="1" enum="TransformAlign">
  155. </constant>
  156. <constant name="TRANSFORM_ALIGN_Y_TO_VELOCITY" value="2" enum="TransformAlign">
  157. </constant>
  158. <constant name="TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY" value="3" enum="TransformAlign">
  159. </constant>
  160. </constants>
  161. </class>