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			123 lines
		
	
	
	
		
			6.2 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
	
		
			6.2 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="Particles" inherits="GeometryInstance" version="3.2">
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| 	<brief_description>
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| 		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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| 		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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| 	</description>
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| 	<tutorials>
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| 		<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
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| 	</tutorials>
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| 	<methods>
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| 		<method name="capture_aabb" qualifiers="const">
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| 			<return type="AABB">
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| 			</return>
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| 			<description>
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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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| 			</description>
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| 		</method>
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| 		<method name="get_draw_pass_mesh" qualifiers="const">
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| 			<return type="Mesh">
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| 			</return>
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| 			<argument index="0" name="pass" type="int">
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| 			</argument>
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| 			<description>
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| 				Returns the [Mesh] that is drawn at index [code]pass[/code].
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| 			</description>
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| 		</method>
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| 		<method name="restart">
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| 			<return type="void">
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| 			</return>
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| 			<description>
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| 				Restarts the particle emission, clearing existing particles.
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| 			</description>
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| 		</method>
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| 		<method name="set_draw_pass_mesh">
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| 			<return type="void">
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| 			</return>
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| 			<argument index="0" name="pass" type="int">
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| 			</argument>
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| 			<argument index="1" name="mesh" type="Mesh">
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| 			</argument>
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| 			<description>
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| 				Sets the [Mesh] that is drawn at index [code]pass[/code].
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| 			</description>
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| 		</method>
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| 	</methods>
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| 	<members>
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| 		<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
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| 			Number of particles to emit.
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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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| 			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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| 			[Mesh] that is drawn for the first draw pass.
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| 		</member>
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| 		<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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| 			[Mesh] that is drawn for the second draw pass.
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| 		</member>
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| 		<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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| 			[Mesh] that is drawn for the third draw pass.
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| 		</member>
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| 		<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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| 			[Mesh] that is drawn for the fourth draw pass.
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| 		</member>
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| 		<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1">
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| 			The number of draw passes when rendering particles.
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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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| 			If [code]true[/code], particles are being emitted.
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| 		</member>
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| 		<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
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| 			Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
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| 		</member>
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| 		<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
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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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| 		</member>
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| 		<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
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| 			If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
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| 		</member>
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| 		<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
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| 			Amount of time each particle will exist.
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| 		</member>
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| 		<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
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| 			If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
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| 		</member>
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| 		<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
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| 			If [code]true[/code], only [code]amount[/code] particles will be emitted.
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| 		</member>
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| 		<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
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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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| 		</member>
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| 		<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
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| 			[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
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| 		</member>
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| 		<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
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| 			Emission randomness ratio.
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| 		</member>
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| 		<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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| 			Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
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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 area of the world part of which needs to be visible on screen for the particle system to be active.
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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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| 	<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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| 		</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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| 		</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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| 		</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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| 		</constant>
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| 	</constants>
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| </class>
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