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+<?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>