diff options
Diffstat (limited to 'doc/classes/Particles.xml')
-rw-r--r-- | doc/classes/Particles.xml | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml index 5d80f32bc2..a29b621406 100644 --- a/doc/classes/Particles.xml +++ b/doc/classes/Particles.xml @@ -1,29 +1,28 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Particles" inherits="GeometryInstance" category="Core" version="3.1"> +<class name="Particles" inherits="GeometryInstance" category="Core" version="3.2"> <brief_description> 3D particle emitter. </brief_description> <description> - 3D particle node used to create a variety of particle systems and effects. [code]Particles[/code] features an emitter that generates some number of particles at a given rate. + 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. 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>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> </tutorials> - <demos> - </demos> <methods> <method name="capture_aabb" qualifiers="const"> <return type="AABB"> </return> <description> + Returns the bounding box that contains all the particles that are active in the current frame. </description> </method> <method name="restart"> <return type="void"> </return> <description> - Restarts the particle emmission, clearing existing particles. + Restarts the particle emission, clearing existing particles. </description> </method> </methods> @@ -56,8 +55,10 @@ Time ratio between each emission. If [code]0[/code] particles are emitted continuously. If [code]1[/code] all particles are emitted simultaneously. Default value: [code]0[/code]. </member> <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps"> + 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"> + If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. Default value: [code]true[/code]. </member> <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime"> Amount of time each particle will exist. Default value: [code]1[/code]. |