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path: root/doc/classes/GPUParticles3D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticles3D" inherits="GeometryInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<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 [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>
		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
	</tutorials>
	<methods>
		<method name="capture_aabb" qualifiers="const">
			<return type="AABB" />
			<description>
				Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
			</description>
		</method>
		<method name="emit_particle">
			<return type="void" />
			<param index="0" name="xform" type="Transform3D" />
			<param index="1" name="velocity" type="Vector3" />
			<param index="2" name="color" type="Color" />
			<param index="3" name="custom" type="Color" />
			<param index="4" name="flags" type="int" />
			<description>
				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 [param pass].
			</description>
		</method>
		<method name="restart">
			<return type="void" />
			<description>
				Restarts the particle emission, clearing existing particles.
			</description>
		</method>
		<method name="set_draw_pass_mesh">
			<return type="void" />
			<param index="0" name="pass" type="int" />
			<param index="1" name="mesh" type="Mesh" />
			<description>
				Sets the [Mesh] that is drawn at index [param pass].
			</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="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="0.01">
		</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="draw_skin" type="Skin" setter="set_skin" getter="get_skin">
		</member>
		<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" 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="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.
		</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="interpolate" type="bool" setter="set_interpolate" getter="get_interpolate" default="true">
			Enables particle interpolation, which makes the particle movement smoother when their [member fixed_fps] is lower than the screen refresh rate.
		</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="false">
			If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated.
		</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 [ParticleProcessMaterial] 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="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
		</member>
		<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
		</member>
		<member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
		</member>
		<member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0">
		</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 node's region which needs to be visible on screen for the particle system to be active.
			Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
		</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_REVERSE_LIFETIME" value="2" enum="DrawOrder">
		</constant>
		<constant name="DRAW_ORDER_VIEW_DEPTH" value="3" enum="DrawOrder">
			Particles are drawn in order of depth.
		</constant>
		<constant name="EMIT_FLAG_POSITION" value="1" enum="EmitFlags">
			Particle starts at the specified position.
		</constant>
		<constant name="EMIT_FLAG_ROTATION_SCALE" value="2" enum="EmitFlags">
			Particle starts with specified rotation and scale.
		</constant>
		<constant name="EMIT_FLAG_VELOCITY" value="4" enum="EmitFlags">
			Particle starts with the specified velocity vector, which defines the emission direction and speed.
		</constant>
		<constant name="EMIT_FLAG_COLOR" value="8" enum="EmitFlags">
			Particle starts with specified color.
		</constant>
		<constant name="EMIT_FLAG_CUSTOM" value="16" enum="EmitFlags">
			Particle starts with specified [code]CUSTOM[/code] data.
		</constant>
		<constant name="MAX_DRAW_PASSES" value="4">
			Maximum number of draw passes supported.
		</constant>
		<constant name="TRANSFORM_ALIGN_DISABLED" value="0" enum="TransformAlign">
		</constant>
		<constant name="TRANSFORM_ALIGN_Z_BILLBOARD" value="1" enum="TransformAlign">
		</constant>
		<constant name="TRANSFORM_ALIGN_Y_TO_VELOCITY" value="2" enum="TransformAlign">
		</constant>
		<constant name="TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY" value="3" enum="TransformAlign">
		</constant>
	</constants>
</class>