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Renamed Particle to GPUParticle and Particle2D to GPUParticle2D pt3.
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Particles" inherits="GeometryInstance" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="GPUParticles" inherits="GeometryInstance" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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GPU-based 3D particle emitter.
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</brief_description>
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<description>
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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.
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3D particle node used to create a variety of particle systems and effects. [GPUParticles] features an emitter that generates some number of particles at a given rate.
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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.
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[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].
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[b]Note:[/b] On macOS, [Particles] rendering is much slower than [CPUParticles] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles] instead when targeting macOS.
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[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.
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[b]Note:[/b] [GPUParticles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [GPUParticles] to [CPUParticles] by selecting the node, clicking the [b]GPUParticles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b].
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[b]Note:[/b] On macOS, [GPUParticles] rendering is much slower than [CPUParticles] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles] instead when targeting macOS.
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[b]Note:[/b] After working on a GPUParticles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]GPUParticles[/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.
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</description>
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<tutorials>
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<link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
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<link title="Controlling thousands of fish with GPUParticles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
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[b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
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</member>
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<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles.DrawOrder" default="0">
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<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles.DrawOrder" default="0">
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Particle draw order. Uses [enum DrawOrder] values.
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</member>
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<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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</member>
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<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )">
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The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
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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.
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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]GPUParticles → Generate AABB[/b] editor tool.
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[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.
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</member>
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</members>
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</signals>
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<constants>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
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Particles are drawn in the order emitted.
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GPUParticles are drawn in the order emitted.
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</constant>
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<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
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Particles are drawn in order of remaining lifetime.
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GPUParticles are drawn in order of remaining lifetime.
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</constant>
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<constant name="DRAW_ORDER_VIEW_DEPTH" value="2" enum="DrawOrder">
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Particles are drawn in order of depth.
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GPUParticles are drawn in order of depth.
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</constant>
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<constant name="MAX_DRAW_PASSES" value="4">
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Maximum number of draw passes supported.
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Particles2D" inherits="Node2D" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="GPUParticles2D" inherits="Node2D" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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GPU-based 2D particle emitter.
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</brief_description>
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<description>
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2D particle node used to create a variety of particle systems and effects. [Particles2D] features an emitter that generates some number of particles at a given rate.
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2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate.
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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.
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[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [Particles2D] to [CPUParticles2D] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b].
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[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than [CPUParticles2D] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles2D] instead when targeting macOS.
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[b]Note:[/b] After working on a Particles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
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[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s.
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[b]Note:[/b] [GPUParticles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [GPUParticles2D] to [CPUParticles2D] by selecting the node, clicking the [b]GPUParticles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b].
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[b]Note:[/b] On macOS, [GPUParticles2D] rendering is much slower than [CPUParticles2D] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles2D] instead when targeting macOS.
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[b]Note:[/b] After working on a GPUParticles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]GPUParticles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
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[b]Note:[/b] Unlike [CPUParticles2D], [GPUParticles2D] currently ignore the texture region defined in [AtlasTexture]s.
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</description>
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<tutorials>
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<link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
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<link title="2D Particles Demo">https://godotengine.org/asset-library/asset/118</link>
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<link title="2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)">https://godotengine.org/asset-library/asset/515</link>
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<link title="2D GPUParticles Demo">https://godotengine.org/asset-library/asset/118</link>
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<link title="2D Dodge The Creeps Demo (uses GPUGPUParticles2D for the trail behind the player)">https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
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<methods>
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<method name="capture_rect" qualifiers="const">
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The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
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[b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
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</member>
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<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles2D.DrawOrder" default="0">
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<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="0">
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Particle draw order. Uses [enum DrawOrder] values.
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
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</member>
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<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2( -100, -100, 200, 200 )">
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The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
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Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
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Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]GPUParticles → Generate Visibility Rect[/b] editor tool.
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</member>
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</members>
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<signals>
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</signals>
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<constants>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
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Particles are drawn in the order emitted.
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GPUParticles are drawn in the order emitted.
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</constant>
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<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
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Particles are drawn in order of remaining lifetime.
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GPUParticles are drawn in order of remaining lifetime.
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</constant>
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</constants>
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</class>
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