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godot-docs/classes/class_particles.rst
2018-02-19 10:48:33 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Particles.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_Particles:
Particles
=========
**Inherits:** :ref:`GeometryInstance<class_geometryinstance>` **<** :ref:`VisualInstance<class_visualinstance>` **<** :ref:`Spatial<class_spatial>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
**Category:** Core
Brief Description
-----------------
3D particle emitter.
Member Functions
----------------
+--------------------------+---------------------------------------------------------------------+
| :ref:`AABB<class_aabb>` | :ref:`capture_aabb<class_Particles_capture_aabb>` **(** **)** const |
+--------------------------+---------------------------------------------------------------------+
| void | :ref:`restart<class_Particles_restart>` **(** **)** |
+--------------------------+---------------------------------------------------------------------+
Member Variables
----------------
.. _class_Particles_amount:
- :ref:`int<class_int>` **amount** - Number of particles to emit.
.. _class_Particles_draw_order:
- :ref:`DrawOrder<enum_particles_draworder>` **draw_order** - Particle draw order. Uses ``DRAW_ORDER_*`` values. Default value: ``DRAW_ORDER_INDEX``.
.. _class_Particles_draw_pass_1:
- :ref:`Mesh<class_mesh>` **draw_pass_1**
.. _class_Particles_draw_pass_2:
- :ref:`Mesh<class_mesh>` **draw_pass_2**
.. _class_Particles_draw_pass_3:
- :ref:`Mesh<class_mesh>` **draw_pass_3**
.. _class_Particles_draw_pass_4:
- :ref:`Mesh<class_mesh>` **draw_pass_4**
.. _class_Particles_draw_passes:
- :ref:`int<class_int>` **draw_passes**
.. _class_Particles_emitting:
- :ref:`bool<class_bool>` **emitting** - If ``true`` particles are being emitted. Default value: ``true``.
.. _class_Particles_explosiveness:
- :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``.
.. _class_Particles_fixed_fps:
- :ref:`int<class_int>` **fixed_fps**
.. _class_Particles_fract_delta:
- :ref:`bool<class_bool>` **fract_delta**
.. _class_Particles_lifetime:
- :ref:`float<class_float>` **lifetime** - Amount of time each particle will exist. Default value: ``1``.
.. _class_Particles_local_coords:
- :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``.
.. _class_Particles_one_shot:
- :ref:`bool<class_bool>` **one_shot** - If ``true`` only ``amount`` particles will be emitted. Default value: ``false``.
.. _class_Particles_preprocess:
- :ref:`float<class_float>` **preprocess**
.. _class_Particles_process_material:
- :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>`.
.. _class_Particles_randomness:
- :ref:`float<class_float>` **randomness** - Emission randomness ratio. Default value: ``0``.
.. _class_Particles_speed_scale:
- :ref:`float<class_float>` **speed_scale** - Speed scaling ratio. Default value: ``1``.
.. _class_Particles_visibility_aabb:
- :ref:`AABB<class_aabb>` **visibility_aabb**
Numeric Constants
-----------------
- **MAX_DRAW_PASSES** = **4**
Enums
-----
.. _enum_Particles_DrawOrder:
enum **DrawOrder**
- **DRAW_ORDER_INDEX** = **0** --- Particles are drawn in the order emitted.
- **DRAW_ORDER_LIFETIME** = **1** --- Particles are drawn in order of remaining lifetime.
- **DRAW_ORDER_VIEW_DEPTH** = **2** --- Particles are drawn in order of depth.
Description
-----------
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 ``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.
Member Function Description
---------------------------
.. _class_Particles_capture_aabb:
- :ref:`AABB<class_aabb>` **capture_aabb** **(** **)** const
.. _class_Particles_restart:
- void **restart** **(** **)**