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-rw-r--r--doc/classes/Particles.xml74
1 files changed, 47 insertions, 27 deletions
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index 2e30750bf9..fb74c5a3d4 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -1,37 +1,55 @@
<?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 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>
</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>
+ <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>
</description>
</method>
</methods>
<members>
- <member name="amount" type="int" setter="set_amount" getter="get_amount">
+ <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="Particles.DrawOrder">
- Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
+ <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles.DrawOrder" default="0">
+ Particle draw order. Uses [code]DRAW_ORDER_*[/code] 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.
@@ -45,41 +63,43 @@
<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">
+ <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">
- If [code]true[/code] particles are being emitted. Default value: [code]true[/code].
+ <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
+ If [code]true[/code], particles are being emitted.
</member>
- <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio">
- 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 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">
+ <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">
+ <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">
- Amount of time each particle will exist. Default value: [code]1[/code].
+ <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">
- If [code]true[/code] particles use the parent node's coordinate space. If [code]false[/code] they use global coordinates. Default value: [code]true[/code].
+ <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">
- If [code]true[/code] only [code]amount[/code] particles will be emitted. Default value: [code]false[/code].
+ <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">
+ <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">
- Emission randomness ratio. Default value: [code]0[/code].
+ <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">
- Speed scaling ratio. Default value: [code]1[/code]. A value of [code]0[/code] can be used to pause the particles.
+ <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">
+ <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>