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144 lines
4.5 KiB
ReStructuredText
144 lines
4.5 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the Particles.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_Particles:
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Particles
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=========
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**Inherits:** :ref:`GeometryInstance<class_geometryinstance>` **<** :ref:`VisualInstance<class_visualinstance>` **<** :ref:`Spatial<class_spatial>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
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**Category:** Core
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Brief Description
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-----------------
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3D particle emitter.
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Member Functions
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----------------
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+--------------------------+---------------------------------------------------------------------+
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| :ref:`AABB<class_aabb>` | :ref:`capture_aabb<class_Particles_capture_aabb>` **(** **)** const |
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+--------------------------+---------------------------------------------------------------------+
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| void | :ref:`restart<class_Particles_restart>` **(** **)** |
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+--------------------------+---------------------------------------------------------------------+
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Member Variables
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----------------
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.. _class_Particles_amount:
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- :ref:`int<class_int>` **amount** - Number of particles to emit.
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.. _class_Particles_draw_order:
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- :ref:`DrawOrder<enum_particles_draworder>` **draw_order** - Particle draw order. Uses ``DRAW_ORDER_*`` values. Default value: ``DRAW_ORDER_INDEX``.
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.. _class_Particles_draw_pass_1:
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- :ref:`Mesh<class_mesh>` **draw_pass_1**
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.. _class_Particles_draw_pass_2:
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- :ref:`Mesh<class_mesh>` **draw_pass_2**
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.. _class_Particles_draw_pass_3:
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- :ref:`Mesh<class_mesh>` **draw_pass_3**
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.. _class_Particles_draw_pass_4:
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- :ref:`Mesh<class_mesh>` **draw_pass_4**
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.. _class_Particles_draw_passes:
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- :ref:`int<class_int>` **draw_passes**
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.. _class_Particles_emitting:
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- :ref:`bool<class_bool>` **emitting** - If ``true`` particles are being emitted. Default value: ``true``.
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.. _class_Particles_explosiveness:
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- :ref:`float<class_float>` **explosiveness** - Time ratio between each emission. If ``0`` particles are emitted continuously. If ``1`` all particles are emitted simultaneously. Default value: ``0``.
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.. _class_Particles_fixed_fps:
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- :ref:`int<class_int>` **fixed_fps**
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.. _class_Particles_fract_delta:
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- :ref:`bool<class_bool>` **fract_delta**
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.. _class_Particles_lifetime:
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- :ref:`float<class_float>` **lifetime** - Amount of time each particle will exist. Default value: ``1``.
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.. _class_Particles_local_coords:
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- :ref:`bool<class_bool>` **local_coords** - If ``true`` particles use the parent node's coordinate space. If ``false`` they use global coordinates. Default value: ``true``.
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.. _class_Particles_one_shot:
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- :ref:`bool<class_bool>` **one_shot** - If ``true`` only ``amount`` particles will be emitted. Default value: ``false``.
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.. _class_Particles_preprocess:
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- :ref:`float<class_float>` **preprocess**
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.. _class_Particles_process_material:
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- :ref:`Material<class_material>` **process_material** - :ref:`Material<class_material>` for processing particles. Can be a :ref:`ParticlesMaterial<class_particlesmaterial>` or a :ref:`ShaderMaterial<class_shadermaterial>`.
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.. _class_Particles_randomness:
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- :ref:`float<class_float>` **randomness** - Emission randomness ratio. Default value: ``0``.
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.. _class_Particles_speed_scale:
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- :ref:`float<class_float>` **speed_scale** - Speed scaling ratio. Default value: ``1``.
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.. _class_Particles_visibility_aabb:
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- :ref:`AABB<class_aabb>` **visibility_aabb**
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Numeric Constants
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-----------------
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- **MAX_DRAW_PASSES** = **4**
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Enums
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-----
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.. _enum_Particles_DrawOrder:
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enum **DrawOrder**
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- **DRAW_ORDER_INDEX** = **0** --- Particles are drawn in the order emitted.
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- **DRAW_ORDER_LIFETIME** = **1** --- Particles are drawn in order of remaining lifetime.
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- **DRAW_ORDER_VIEW_DEPTH** = **2** --- Particles are drawn in order of depth.
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Description
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-----------
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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.
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Use the ``process_material`` property to add a :ref:`ParticlesMaterial<class_particlesmaterial>` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial<class_shadermaterial>` which will be applied to all particles.
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Member Function Description
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---------------------------
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.. _class_Particles_capture_aabb:
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- :ref:`AABB<class_aabb>` **capture_aabb** **(** **)** const
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.. _class_Particles_restart:
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- void **restart** **(** **)**
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