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- .. _doc_particle_systems_2d:
- Particle systems (2D)
- =====================
- Intro
- -----
- A simple (but flexible enough for most uses) particle system is
- provided. Particle systems are used to simulate complex physical effects,
- such as sparks, fire, magic particles, smoke, mist, etc.
- The idea is that a "particle" is emitted at a fixed interval and with a
- fixed lifetime. During its lifetime, every particle will have the same
- base behavior. What makes each particle different from the rest and provides a more
- organic look is the "randomness" associated with each parameter. In
- essence, creating a particle system means setting base physics
- parameters and then adding randomness to them.
- Particle nodes
- ~~~~~~~~~~~~~~
- Godot provides two different nodes for 2D particles, :ref:`class_Particles2D` and
- :ref:`class_CPUParticles2D`.
- Particles2D is more advanced and uses the GPU to process particle effects, but that limits
- it to higher end graphics API, and in our case to the GLES3 renderer. For projects using
- the GLES2 backend, CPUParticles2D is a CPU-driven option with near feature parity with
- Particles2D, but lesser performance. While Particles2D is configured via a
- :ref:`class_ParticlesMaterial` (and optionally with a custom shader), the matching options
- are provided via node properties in CPUParticles2D (with the exception of the trail settings).
- You can convert a Particles2D node into a CPUParticles2D node by clicking on the node in the
- inspector, and selecting "Convert to CPUParticles2D" in the "Particles" menu of the toolbar.
- .. image:: img/particles_convert.png
- The rest of this tutorial is going to use the Particles2D node. First, add a Particles2D
- node to your scene. After creating that node you will notice that only a white dot was created,
- and that there is a warning icon next to your Particles2D node in the inspector. This
- is because the node needs a ParticlesMaterial to function.
- ParticlesMaterial
- ~~~~~~~~~~~~~~~~~
- To add a process material to your particles node, go to ``Process Material`` in
- your inspector panel. Click on the box next to ``Material``, and from the dropdown
- menu select ``New ParticlesMaterial``.
- .. image:: img/particles_material.png
- Your Particles2D node should now be emitting
- white points downward.
- .. image:: img/particles1.png
- Texture
- ~~~~~~~
- A particle system uses a single texture (in the future this might be
- extended to animated textures via spritesheet). The texture is set via
- the relevant texture property:
- .. image:: img/particles2.png
- Time parameters
- ---------------
- Lifetime
- ~~~~~~~~
- The time in seconds that every particle will stay alive. When lifetime
- ends, a new particle is created to replace it.
- Lifetime: 0.5
- .. image:: img/paranim14.gif
- Lifetime: 4.0
- .. image:: img/paranim15.gif
- One Shot
- ~~~~~~~~
- When enabled, a Particles2D node will emit all of its particles once
- and then never again.
- Preprocess
- ~~~~~~~~~~
- Particle systems begin with zero particles emitted, then start emitting.
- This can be an inconvenience when loading a scene and systems like
- a torch, mist, etc. begin emitting the moment you enter. Preprocess is
- used to let the system process a given number of seconds before it is
- actually drawn the first time.
- Speed Scale
- ~~~~~~~~~~~
- The speed scale has a default value of ``1`` and is used to adjust the
- speed of a particle system. Lowering the value will make the particles
- slower while increasing the value will make the particles much faster.
- Explosiveness
- ~~~~~~~~~~~~~
- If lifetime is ``1`` and there are 10 particles, it means a particle
- will be emitted every 0.1 seconds. The explosiveness parameter changes
- this, and forces particles to be emitted all together. Ranges are:
- - 0: Emit particles at regular intervals (default value).
- - 1: Emit all particles simultaneously.
- Values in the middle are also allowed. This feature is useful for
- creating explosions or sudden bursts of particles:
- .. image:: img/paranim18.gif
- Randomness
- ~~~~~~~~~~
- All physics parameters can be randomized. Random values range from ``0`` to
- ``1``. The formula to randomize a parameter is:
- ::
- initial_value = param_value + param_value * randomness
- Fixed FPS
- ~~~~~~~~~
- This setting can be used to set the particle system to render at a fixed
- FPS. For instance, changing the value to ``2`` will make the particles render
- at 2 frames per second. Note this does not slow down the particle system itself.
- Fract Delta
- ~~~~~~~~~~~
- This can be used to turn Fract Delta on or off.
- Drawing parameters
- ------------------
- Visibility Rect
- ~~~~~~~~~~~~~~~
- The visibility rectangle controls the visibility of the particles on screen. If this rectangle is outside of the viewport, the engine will not render the particles on screen.
- The rectangle's ``W`` and ``H`` properties respectively control its Width and its Height.
- The ``X`` and ``Y`` properties control the position of the upper-left
- corner of the rectangle, relative to the particle emitter.
- You can have Godot generate a Visibility Rect automatically using the toolbar above the 2d view. To do so, select the Particles2D node and Click ``Particles > Generate Visibility Rect``. Godot will simulate the Particles2D node emitting particles for a few seconds and set the rectangle to fit the surface the particles take.
- You can control the emit duration with the ``Generation Time (sec)`` option. The maximum value is 25 seconds. If you need more time for your particles to move around, you can temporarily change the ``preprocess`` duration on the Particles2D node.
- Local Coords
- ~~~~~~~~~~~~
- By default this option is on, and it means that the space that particles
- are emitted to is relative to the node. If the node is moved, all
- particles are moved with it:
- .. image:: img/paranim20.gif
- If disabled, particles will emit to global space, meaning that if the
- node is moved, already emitted particles are not affected:
- .. image:: img/paranim21.gif
- Draw Order
- ~~~~~~~~~~
- This controls the order in which individual particles are drawn. ``Index``
- means particles are drawn according to their emission order (default).
- ``Lifetime`` means they are drawn in order of remaining lifetime.
- ParticlesMaterial settings
- --------------------------
- Direction
- ~~~~~~~~~
- This is the base direction at which particles emit. The default is
- ``Vector3(1, 0, 0)`` which makes particles emit to the right. However,
- with the default gravity settings, particles will go straight down.
- .. image:: img/direction1.png
- For this property to be noticeable, you need an *initial velocity* greater
- than 0. Here, we set the initial velocity to 40. You'll notice that
- particles emit toward the right, then go down because of gravity.
- .. image:: img/direction2.png
- Spread
- ~~~~~~
- This parameter is the angle in degrees which will be randomly added in
- either direction to the base ``Direction``. A spread of ``180`` will emit
- in all directions (+/- 180). For spread to do anything the "Initial Velocity"
- parameter must be greater than 0.
- .. image:: img/paranim3.gif
- Flatness
- ~~~~~~~~
- This property is only useful for 3D particles.
- Gravity
- ~~~~~~~
- The gravity applied to every particle.
- .. image:: img/paranim7.gif
- Initial Velocity
- ~~~~~~~~~~~~~~~~
- Initial velocity is the speed at which particles will be emitted (in
- pixels/sec). Speed might later be modified by gravity or other
- accelerations (as described further below).
- .. image:: img/paranim4.gif
- Angular Velocity
- ~~~~~~~~~~~~~~~~
- Angular velocity is the initial angular velocity applied to particles.
- Spin Velocity
- ~~~~~~~~~~~~~
- Spin velocity is the speed at which particles turn around their center
- (in degrees/sec).
- .. image:: img/paranim5.gif
- Orbit Velocity
- ~~~~~~~~~~~~~~
- Orbit velocity is used to make particles turn around their center.
- .. image:: img/paranim6.gif
- Linear Acceleration
- ~~~~~~~~~~~~~~~~~~~
- The linear acceleration applied to each particle.
- Radial Acceleration
- ~~~~~~~~~~~~~~~~~~~
- If this acceleration is positive, particles are accelerated away from
- the center. If negative, they are absorbed towards it.
- .. image:: img/paranim8.gif
- Tangential Acceleration
- ~~~~~~~~~~~~~~~~~~~~~~~
- This acceleration will use the tangent vector to the center. Combining
- with radial acceleration can do nice effects.
- .. image:: img/paranim9.gif
- Damping
- ~~~~~~~
- Damping applies friction to the particles, forcing them to stop. It is
- especially useful for sparks or explosions, which usually begin with a
- high linear velocity and then stop as they fade.
- .. image:: img/paranim10.gif
- Angle
- ~~~~~
- Determines the initial angle of the particle (in degrees). This parameter
- is mostly useful randomized.
- .. image:: img/paranim11.gif
- Scale
- ~~~~~
- Determines the initial scale of the particles.
- .. image:: img/paranim12.gif
- Color
- ~~~~~
- Used to change the color of the particles being emitted.
- Hue variation
- ~~~~~~~~~~~~~
- The ``Variation`` value sets the initial hue variation applied to each
- particle. The ``Variation Random`` value controls the hue variation
- randomness ratio.
- Emission Shapes
- ---------------
- ParticlesMaterials allow you to set an Emission Mask, which dictates
- the area and direction in which particles are emitted.
- These can be generated from textures in your project.
- Ensure that a ParticlesMaterial is set, and the Particles2D node is selected.
- A "Particles" menu should appear in the Toolbar:
- .. image:: img/emission_shapes1.png
- Open it and select "Load Emission Mask":
- .. image:: img/emission_shapes2.png
- Then select which texture you want to use as your mask:
- .. image:: img/emission_shapes3.png
- A dialog box with several settings will appear.
- Emission Mask
- ~~~~~~~~~~~~~
- Three types of emission masks can be generated from a texture:
- - Solid Pixels: Particles will spawn from any area of the texture,
- excluding transparent areas.
- .. image:: img/emission_mask_solid.gif
- - Border Pixels: Particles will spawn from the outer edges of the texture.
- .. image:: img/emission_mask_border.gif
- - Directed Border Pixels: Similar to Border Pixels, but adds extra
- information to the mask to give particles the ability to emit away
- from the borders. Note that an ``Initial Velocity`` will need to
- be set in order to utilize this.
- .. image:: img/emission_mask_directed_border.gif
- Emission Colors
- ~~~~~~~~~~~~~~~
- ``Capture from Pixel`` will cause the particles to inherit the color of the mask at their spawn points.
- Once you click "OK", the mask will be generated and set to the ParticlesMaterial, under the ``Emission Shape`` section:
- .. image:: img/emission_shapes4.png
- All of the values within this section have been automatically generated by the
- "Load Emission Mask" menu, so they should generally be left alone.
- .. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
- The "Load Emission Mask" menu should always be used instead.
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