Particles.xml 5.1 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="Particles" inherits="GeometryInstance" category="Core" version="3.1">
  3. <brief_description>
  4. 3D particle emitter.
  5. </brief_description>
  6. <description>
  7. 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.
  8. 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.
  9. </description>
  10. <tutorials>
  11. </tutorials>
  12. <demos>
  13. </demos>
  14. <methods>
  15. <method name="capture_aabb" qualifiers="const">
  16. <return type="AABB">
  17. </return>
  18. <description>
  19. </description>
  20. </method>
  21. <method name="restart">
  22. <return type="void">
  23. </return>
  24. <description>
  25. Restarts the particle emmission, clearing existing particles.
  26. </description>
  27. </method>
  28. </methods>
  29. <members>
  30. <member name="amount" type="int" setter="set_amount" getter="get_amount">
  31. Number of particles to emit.
  32. </member>
  33. <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles.DrawOrder">
  34. Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
  35. </member>
  36. <member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  37. [Mesh] that is drawn for the first draw pass.
  38. </member>
  39. <member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  40. [Mesh] that is drawn for the second draw pass.
  41. </member>
  42. <member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  43. [Mesh] that is drawn for the third draw pass.
  44. </member>
  45. <member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
  46. [Mesh] that is drawn for the fourth draw pass.
  47. </member>
  48. <member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes">
  49. The number of draw passes when rendering particles.
  50. </member>
  51. <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting">
  52. If [code]true[/code], particles are being emitted. Default value: [code]true[/code].
  53. </member>
  54. <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio">
  55. 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].
  56. </member>
  57. <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps">
  58. </member>
  59. <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta">
  60. </member>
  61. <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime">
  62. Amount of time each particle will exist. Default value: [code]1[/code].
  63. </member>
  64. <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates">
  65. 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].
  66. </member>
  67. <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot">
  68. If [code]true[/code], only [code]amount[/code] particles will be emitted. Default value: [code]false[/code].
  69. </member>
  70. <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time">
  71. Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
  72. </member>
  73. <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
  74. [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
  75. </member>
  76. <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio">
  77. Emission randomness ratio. Default value: [code]0[/code].
  78. </member>
  79. <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale">
  80. Speed scaling ratio. Default value: [code]1[/code]. A value of [code]0[/code] can be used to pause the particles.
  81. </member>
  82. <member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb">
  83. 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.
  84. </member>
  85. </members>
  86. <constants>
  87. <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
  88. Particles are drawn in the order emitted.
  89. </constant>
  90. <constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
  91. Particles are drawn in order of remaining lifetime.
  92. </constant>
  93. <constant name="DRAW_ORDER_VIEW_DEPTH" value="2" enum="DrawOrder">
  94. Particles are drawn in order of depth.
  95. </constant>
  96. <constant name="MAX_DRAW_PASSES" value="4">
  97. Maximum number of draw passes supported.
  98. </constant>
  99. </constants>
  100. </class>