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456 lines
20 KiB
ReStructuredText
456 lines
20 KiB
ReStructuredText
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:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/Particles.xml.
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.. _class_Particles:
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Particles
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=========
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**Inherits:** :ref:`GeometryInstance<class_GeometryInstance>` **<** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`CullInstance<class_CullInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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GPU-based 3D particle emitter.
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Description
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-----------
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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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Use the ``process_material`` property to add a :ref:`ParticlesMaterial<class_ParticlesMaterial>` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial<class_ShaderMaterial>` which will be applied to all particles.
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\ **Note:** ``Particles`` only work when using the GLES3 renderer. If using the GLES2 renderer, use :ref:`CPUParticles<class_CPUParticles>` instead. You can convert ``Particles`` to :ref:`CPUParticles<class_CPUParticles>` by selecting the node, clicking the **Particles** menu at the top of the 3D editor viewport then choosing **Convert to CPUParticles**.
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\ **Note:** On macOS, ``Particles`` rendering is much slower than :ref:`CPUParticles<class_CPUParticles>` due to transform feedback being implemented on the CPU instead of the GPU. Consider using :ref:`CPUParticles<class_CPUParticles>` instead when targeting macOS.
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\ **Note:** After working on a Particles node, remember to update its :ref:`visibility_aabb<class_Particles_property_visibility_aabb>` by selecting it, clicking the **Particles** menu at the top of the 3D editor viewport then choose **Generate Visibility AABB**. Otherwise, particles may suddenly disappear depending on the camera position and angle.
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Tutorials
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---------
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- :doc:`Controlling thousands of fish with Particles <../tutorials/performance/vertex_animation/controlling_thousands_of_fish>`
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- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
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Properties
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----------
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`int<class_int>` | :ref:`amount<class_Particles_property_amount>` | ``8`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`DrawOrder<enum_Particles_DrawOrder>` | :ref:`draw_order<class_Particles_property_draw_order>` | ``0`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_1<class_Particles_property_draw_pass_1>` | |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_2<class_Particles_property_draw_pass_2>` | |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_3<class_Particles_property_draw_pass_3>` | |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_4<class_Particles_property_draw_pass_4>` | |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`int<class_int>` | :ref:`draw_passes<class_Particles_property_draw_passes>` | ``1`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`bool<class_bool>` | :ref:`emitting<class_Particles_property_emitting>` | ``true`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`float<class_float>` | :ref:`explosiveness<class_Particles_property_explosiveness>` | ``0.0`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`int<class_int>` | :ref:`fixed_fps<class_Particles_property_fixed_fps>` | ``0`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`bool<class_bool>` | :ref:`fract_delta<class_Particles_property_fract_delta>` | ``true`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`float<class_float>` | :ref:`lifetime<class_Particles_property_lifetime>` | ``1.0`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`bool<class_bool>` | :ref:`local_coords<class_Particles_property_local_coords>` | ``true`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`bool<class_bool>` | :ref:`one_shot<class_Particles_property_one_shot>` | ``false`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`float<class_float>` | :ref:`preprocess<class_Particles_property_preprocess>` | ``0.0`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`Material<class_Material>` | :ref:`process_material<class_Particles_property_process_material>` | |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`float<class_float>` | :ref:`randomness<class_Particles_property_randomness>` | ``0.0`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`float<class_float>` | :ref:`speed_scale<class_Particles_property_speed_scale>` | ``1.0`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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| :ref:`AABB<class_AABB>` | :ref:`visibility_aabb<class_Particles_property_visibility_aabb>` | ``AABB( -4, -4, -4, 8, 8, 8 )`` |
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+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
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Methods
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-------
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+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`AABB<class_AABB>` | :ref:`capture_aabb<class_Particles_method_capture_aabb>` **(** **)** |const| |
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+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Mesh<class_Mesh>` | :ref:`get_draw_pass_mesh<class_Particles_method_get_draw_pass_mesh>` **(** :ref:`int<class_int>` pass **)** |const| |
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+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`restart<class_Particles_method_restart>` **(** **)** |
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+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_draw_pass_mesh<class_Particles_method_set_draw_pass_mesh>` **(** :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh **)** |
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+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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Enumerations
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------------
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.. _enum_Particles_DrawOrder:
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.. _class_Particles_constant_DRAW_ORDER_INDEX:
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.. _class_Particles_constant_DRAW_ORDER_LIFETIME:
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.. _class_Particles_constant_DRAW_ORDER_VIEW_DEPTH:
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enum **DrawOrder**:
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- **DRAW_ORDER_INDEX** = **0** --- Particles are drawn in the order emitted.
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- **DRAW_ORDER_LIFETIME** = **1** --- Particles are drawn in order of remaining lifetime.
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- **DRAW_ORDER_VIEW_DEPTH** = **2** --- Particles are drawn in order of depth.
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Constants
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---------
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.. _class_Particles_constant_MAX_DRAW_PASSES:
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- **MAX_DRAW_PASSES** = **4** --- Maximum number of draw passes supported.
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Property Descriptions
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---------------------
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.. _class_Particles_property_amount:
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- :ref:`int<class_int>` **amount**
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+-----------+-------------------+
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| *Default* | ``8`` |
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+-----------+-------------------+
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| *Setter* | set_amount(value) |
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+-----------+-------------------+
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| *Getter* | get_amount() |
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+-----------+-------------------+
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The number of particles emitted in one emission cycle (corresponding to the :ref:`lifetime<class_Particles_property_lifetime>`).
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\ **Note:** Changing :ref:`amount<class_Particles_property_amount>` will reset the particle emission, therefore removing all particles that were already emitted before changing :ref:`amount<class_Particles_property_amount>`.
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----
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.. _class_Particles_property_draw_order:
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- :ref:`DrawOrder<enum_Particles_DrawOrder>` **draw_order**
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+-----------+-----------------------+
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| *Default* | ``0`` |
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+-----------+-----------------------+
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| *Setter* | set_draw_order(value) |
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+-----------+-----------------------+
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| *Getter* | get_draw_order() |
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+-----------+-----------------------+
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Particle draw order. Uses :ref:`DrawOrder<enum_Particles_DrawOrder>` values.
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----
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.. _class_Particles_property_draw_pass_1:
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- :ref:`Mesh<class_Mesh>` **draw_pass_1**
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+----------+---------------------------+
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| *Setter* | set_draw_pass_mesh(value) |
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+----------+---------------------------+
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| *Getter* | get_draw_pass_mesh() |
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+----------+---------------------------+
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:ref:`Mesh<class_Mesh>` that is drawn for the first draw pass.
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----
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.. _class_Particles_property_draw_pass_2:
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- :ref:`Mesh<class_Mesh>` **draw_pass_2**
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+----------+---------------------------+
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| *Setter* | set_draw_pass_mesh(value) |
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+----------+---------------------------+
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| *Getter* | get_draw_pass_mesh() |
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+----------+---------------------------+
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:ref:`Mesh<class_Mesh>` that is drawn for the second draw pass.
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----
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.. _class_Particles_property_draw_pass_3:
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- :ref:`Mesh<class_Mesh>` **draw_pass_3**
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+----------+---------------------------+
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| *Setter* | set_draw_pass_mesh(value) |
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+----------+---------------------------+
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| *Getter* | get_draw_pass_mesh() |
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+----------+---------------------------+
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:ref:`Mesh<class_Mesh>` that is drawn for the third draw pass.
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----
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.. _class_Particles_property_draw_pass_4:
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- :ref:`Mesh<class_Mesh>` **draw_pass_4**
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+----------+---------------------------+
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| *Setter* | set_draw_pass_mesh(value) |
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+----------+---------------------------+
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| *Getter* | get_draw_pass_mesh() |
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+----------+---------------------------+
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:ref:`Mesh<class_Mesh>` that is drawn for the fourth draw pass.
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----
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.. _class_Particles_property_draw_passes:
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- :ref:`int<class_int>` **draw_passes**
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+-----------+------------------------+
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| *Default* | ``1`` |
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+-----------+------------------------+
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| *Setter* | set_draw_passes(value) |
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+-----------+------------------------+
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| *Getter* | get_draw_passes() |
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+-----------+------------------------+
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The number of draw passes when rendering particles.
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----
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.. _class_Particles_property_emitting:
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- :ref:`bool<class_bool>` **emitting**
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+-----------+---------------------+
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| *Default* | ``true`` |
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+-----------+---------------------+
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| *Setter* | set_emitting(value) |
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+-----------+---------------------+
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| *Getter* | is_emitting() |
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+-----------+---------------------+
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If ``true``, particles are being emitted.
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----
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.. _class_Particles_property_explosiveness:
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- :ref:`float<class_float>` **explosiveness**
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+-----------+--------------------------------+
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| *Default* | ``0.0`` |
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+-----------+--------------------------------+
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| *Setter* | set_explosiveness_ratio(value) |
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+-----------+--------------------------------+
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| *Getter* | get_explosiveness_ratio() |
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+-----------+--------------------------------+
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Time ratio between each emission. If ``0``, particles are emitted continuously. If ``1``, all particles are emitted simultaneously.
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----
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.. _class_Particles_property_fixed_fps:
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- :ref:`int<class_int>` **fixed_fps**
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+-----------+----------------------+
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| *Default* | ``0`` |
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+-----------+----------------------+
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| *Setter* | set_fixed_fps(value) |
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+-----------+----------------------+
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| *Getter* | get_fixed_fps() |
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+-----------+----------------------+
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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.
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----
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.. _class_Particles_property_fract_delta:
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- :ref:`bool<class_bool>` **fract_delta**
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+-----------+-----------------------------+
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| *Default* | ``true`` |
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+-----------+-----------------------------+
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| *Setter* | set_fractional_delta(value) |
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+-----------+-----------------------------+
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| *Getter* | get_fractional_delta() |
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+-----------+-----------------------------+
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If ``true``, results in fractional delta calculation which has a smoother particles display effect.
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----
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.. _class_Particles_property_lifetime:
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- :ref:`float<class_float>` **lifetime**
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+-----------+---------------------+
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| *Default* | ``1.0`` |
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+-----------+---------------------+
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| *Setter* | set_lifetime(value) |
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+-----------+---------------------+
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| *Getter* | get_lifetime() |
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+-----------+---------------------+
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The amount of time each particle will exist (in seconds).
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----
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.. _class_Particles_property_local_coords:
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- :ref:`bool<class_bool>` **local_coords**
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+-----------+----------------------------------+
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| *Default* | ``true`` |
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+-----------+----------------------------------+
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| *Setter* | set_use_local_coordinates(value) |
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+-----------+----------------------------------+
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| *Getter* | get_use_local_coordinates() |
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+-----------+----------------------------------+
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If ``true``, particles use the parent node's coordinate space. If ``false``, they use global coordinates.
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----
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.. _class_Particles_property_one_shot:
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- :ref:`bool<class_bool>` **one_shot**
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+-----------+---------------------+
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| *Default* | ``false`` |
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+-----------+---------------------+
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| *Setter* | set_one_shot(value) |
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+-----------+---------------------+
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| *Getter* | get_one_shot() |
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+-----------+---------------------+
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If ``true``, only ``amount`` particles will be emitted.
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----
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.. _class_Particles_property_preprocess:
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- :ref:`float<class_float>` **preprocess**
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+-----------+-----------------------------+
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| *Default* | ``0.0`` |
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+-----------+-----------------------------+
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| *Setter* | set_pre_process_time(value) |
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+-----------+-----------------------------+
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| *Getter* | get_pre_process_time() |
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+-----------+-----------------------------+
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Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
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----
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.. _class_Particles_property_process_material:
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- :ref:`Material<class_Material>` **process_material**
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+----------+-----------------------------+
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| *Setter* | set_process_material(value) |
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+----------+-----------------------------+
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| *Getter* | get_process_material() |
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+----------+-----------------------------+
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:ref:`Material<class_Material>` for processing particles. Can be a :ref:`ParticlesMaterial<class_ParticlesMaterial>` or a :ref:`ShaderMaterial<class_ShaderMaterial>`.
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----
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.. _class_Particles_property_randomness:
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- :ref:`float<class_float>` **randomness**
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+-----------+-----------------------------+
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| *Default* | ``0.0`` |
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+-----------+-----------------------------+
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| *Setter* | set_randomness_ratio(value) |
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+-----------+-----------------------------+
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| *Getter* | get_randomness_ratio() |
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+-----------+-----------------------------+
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Emission randomness ratio.
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----
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.. _class_Particles_property_speed_scale:
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- :ref:`float<class_float>` **speed_scale**
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+-----------+------------------------+
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| *Default* | ``1.0`` |
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+-----------+------------------------+
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| *Setter* | set_speed_scale(value) |
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+-----------+------------------------+
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| *Getter* | get_speed_scale() |
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+-----------+------------------------+
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Speed scaling ratio. A value of ``0`` can be used to pause the particles.
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----
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.. _class_Particles_property_visibility_aabb:
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|
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- :ref:`AABB<class_AABB>` **visibility_aabb**
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+-----------+---------------------------------+
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| *Default* | ``AABB( -4, -4, -4, 8, 8, 8 )`` |
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+-----------+---------------------------------+
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| *Setter* | set_visibility_aabb(value) |
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+-----------+---------------------------------+
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| *Getter* | get_visibility_aabb() |
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+-----------+---------------------------------+
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The :ref:`AABB<class_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 :ref:`AABB<class_AABB>` can be grown via code or with the **Particles → Generate AABB** editor tool.
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\ **Note:** If the :ref:`ParticlesMaterial<class_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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Method Descriptions
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-------------------
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.. _class_Particles_method_capture_aabb:
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- :ref:`AABB<class_AABB>` **capture_aabb** **(** **)** |const|
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Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
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----
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.. _class_Particles_method_get_draw_pass_mesh:
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- :ref:`Mesh<class_Mesh>` **get_draw_pass_mesh** **(** :ref:`int<class_int>` pass **)** |const|
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Returns the :ref:`Mesh<class_Mesh>` that is drawn at index ``pass``.
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----
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.. _class_Particles_method_restart:
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- void **restart** **(** **)**
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Restarts the particle emission, clearing existing particles.
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----
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.. _class_Particles_method_set_draw_pass_mesh:
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- void **set_draw_pass_mesh** **(** :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh **)**
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Sets the :ref:`Mesh<class_Mesh>` that is drawn at index ``pass``.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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