diff options
Diffstat (limited to 'doc/classes/GPUParticles3D.xml')
-rw-r--r-- | doc/classes/GPUParticles3D.xml | 18 |
1 files changed, 11 insertions, 7 deletions
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index 4cd95f561f..ea53c5b4b5 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> 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. - 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. + Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> <link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link> @@ -26,14 +26,14 @@ <param index="3" name="custom" type="Color" /> <param index="4" name="flags" type="int" /> <description> - Emits a single particle. Whether [code]xform[/code], [code]velocity[/code], [code]color[/code] and [code]custom[/code] are applied depends on the value of [code]flags[/code]. See [enum EmitFlags]. + Emits a single particle. Whether [param xform], [param velocity], [param color] and [param custom] are applied depends on the value of [param flags]. See [enum EmitFlags]. </description> </method> <method name="get_draw_pass_mesh" qualifiers="const"> <return type="Mesh" /> <param index="0" name="pass" type="int" /> <description> - Returns the [Mesh] that is drawn at index [code]pass[/code]. + Returns the [Mesh] that is drawn at index [param pass]. </description> </method> <method name="restart"> @@ -47,7 +47,7 @@ <param index="0" name="pass" type="int" /> <param index="1" name="mesh" type="Mesh" /> <description> - Sets the [Mesh] that is drawn at index [code]pass[/code]. + Sets the [Mesh] that is drawn at index [param pass]. </description> </method> </methods> @@ -84,7 +84,7 @@ Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously. </member> <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30"> - 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. + The particle system's frame rate is fixed to a value. For example, 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. </member> <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true"> If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. @@ -105,7 +105,7 @@ Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting. </member> <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material"> - [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial]. + [Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial]. </member> <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0"> Emission randomness ratio. @@ -116,8 +116,12 @@ <member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath("")"> </member> <member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false"> + If [code]true[/code], enables particle trails using a mesh skinning system. Designed to work with [RibbonTrailMesh] and [TubeTrailMesh]. + [b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled on the particle mesh's material. Otherwise, setting [member trail_enabled] to [code]true[/code] will have no effect. + [b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s properties. </member> - <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3"> + <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3"> + The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code]. </member> <member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0"> </member> |