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Diffstat (limited to 'doc/classes/GPUParticles3D.xml')
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diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml new file mode 100644 index 0000000000..add8f28bf8 --- /dev/null +++ b/doc/classes/GPUParticles3D.xml @@ -0,0 +1,122 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticles3D" inherits="GeometryInstance3D" version="4.0"> + <brief_description> + 3D particle emitter. + </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. + </description> + <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> + </tutorials> + <methods> + <method name="capture_aabb" qualifiers="const"> + <return type="AABB"> + </return> + <description> + Returns the axis-aligned bounding box that contains all the particles that are active in the current frame. + </description> + </method> + <method name="get_draw_pass_mesh" qualifiers="const"> + <return type="Mesh"> + </return> + <argument index="0" name="pass" type="int"> + </argument> + <description> + Returns the [Mesh] that is drawn at index [code]pass[/code]. + </description> + </method> + <method name="restart"> + <return type="void"> + </return> + <description> + Restarts the particle emission, clearing existing particles. + </description> + </method> + <method name="set_draw_pass_mesh"> + <return type="void"> + </return> + <argument index="0" name="pass" type="int"> + </argument> + <argument index="1" name="mesh" type="Mesh"> + </argument> + <description> + Sets the [Mesh] that is drawn at index [code]pass[/code]. + </description> + </method> + </methods> + <members> + <member name="amount" type="int" setter="set_amount" getter="get_amount" default="8"> + Number of particles to emit. + </member> + <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles3D.DrawOrder" default="0"> + Particle draw order. Uses [enum DrawOrder] values. + </member> + <member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> + [Mesh] that is drawn for the first draw pass. + </member> + <member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> + [Mesh] that is drawn for the second draw pass. + </member> + <member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> + [Mesh] that is drawn for the third draw pass. + </member> + <member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> + [Mesh] that is drawn for the fourth draw pass. + </member> + <member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1"> + The number of draw passes when rendering particles. + </member> + <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="false"> + If [code]true[/code], particles are being emitted. + </member> + <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0"> + 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="0"> + 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. + </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. + </member> + <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0"> + Amount of time each particle will exist. + </member> + <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true"> + If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. + </member> + <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> + If [code]true[/code], only [code]amount[/code] particles will be emitted. + </member> + <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0"> + 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]. + </member> + <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0"> + Emission randomness ratio. + </member> + <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> + Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles. + </member> + <member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )"> + 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. + </member> + </members> + <constants> + <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder"> + Particles are drawn in the order emitted. + </constant> + <constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder"> + Particles are drawn in order of remaining lifetime. + </constant> + <constant name="DRAW_ORDER_VIEW_DEPTH" value="2" enum="DrawOrder"> + Particles are drawn in order of depth. + </constant> + <constant name="MAX_DRAW_PASSES" value="4"> + Maximum number of draw passes supported. + </constant> + </constants> +</class> |