virtualx-engine-docs/_sources/classes/class_particles2d.rst.txt

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/Particles2D.xml.
.. _class_Particles2D:
Particles2D
===========
**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
GPU-based 2D particle emitter.
.. rst-class:: classref-introduction-group
Description
-----------
2D particle node used to create a variety of particle systems and effects. **Particles2D** 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.
\ **Note:** **Particles2D** only work when using the GLES3 renderer. If using the GLES2 renderer, use :ref:`CPUParticles2D<class_CPUParticles2D>` instead. You can convert **Particles2D** to :ref:`CPUParticles2D<class_CPUParticles2D>` by selecting the node, clicking the **Particles** menu at the top of the 2D editor viewport then choosing **Convert to CPUParticles2D**.
\ **Note:** On macOS, **Particles2D** rendering is much slower than :ref:`CPUParticles2D<class_CPUParticles2D>` due to transform feedback being implemented on the CPU instead of the GPU. Consider using :ref:`CPUParticles2D<class_CPUParticles2D>` instead when targeting macOS.
\ **Note:** After working on a Particles node, remember to update its :ref:`visibility_rect<class_Particles2D_property_visibility_rect>` by selecting it, clicking the **Particles** menu at the top of the 2D editor viewport then choose **Generate Visibility Rect**. Otherwise, particles may suddenly disappear depending on the camera position and angle.
\ **Note:** Unlike :ref:`CPUParticles2D<class_CPUParticles2D>`, **Particles2D** currently ignore the texture region defined in :ref:`AtlasTexture<class_AtlasTexture>`\ s.
.. rst-class:: classref-introduction-group
Tutorials
---------
- :doc:`Particle systems (2D) <../tutorials/2d/particle_systems_2d>`
- `2D Particles Demo <https://godotengine.org/asset-library/asset/118>`__
- `2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player) <https://godotengine.org/asset-library/asset/515>`__
.. rst-class:: classref-reftable-group
Properties
----------
.. table::
:widths: auto
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`int<class_int>` | :ref:`amount<class_Particles2D_property_amount>` | ``8`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`DrawOrder<enum_Particles2D_DrawOrder>` | :ref:`draw_order<class_Particles2D_property_draw_order>` | ``0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`bool<class_bool>` | :ref:`emitting<class_Particles2D_property_emitting>` | ``true`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`explosiveness<class_Particles2D_property_explosiveness>` | ``0.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`int<class_int>` | :ref:`fixed_fps<class_Particles2D_property_fixed_fps>` | ``0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`bool<class_bool>` | :ref:`fract_delta<class_Particles2D_property_fract_delta>` | ``true`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`lifetime<class_Particles2D_property_lifetime>` | ``1.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`bool<class_bool>` | :ref:`local_coords<class_Particles2D_property_local_coords>` | ``true`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`normal_map<class_Particles2D_property_normal_map>` | |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`bool<class_bool>` | :ref:`one_shot<class_Particles2D_property_one_shot>` | ``false`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`preprocess<class_Particles2D_property_preprocess>` | ``0.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`Material<class_Material>` | :ref:`process_material<class_Particles2D_property_process_material>` | |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`randomness<class_Particles2D_property_randomness>` | ``0.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`speed_scale<class_Particles2D_property_speed_scale>` | ``1.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`texture<class_Particles2D_property_texture>` | |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`Rect2<class_Rect2>` | :ref:`visibility_rect<class_Particles2D_property_visibility_rect>` | ``Rect2( -100, -100, 200, 200 )`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
.. rst-class:: classref-reftable-group
Methods
-------
.. table::
:widths: auto
+---------------------------+--------------------------------------------------------------------------------+
| :ref:`Rect2<class_Rect2>` | :ref:`capture_rect<class_Particles2D_method_capture_rect>` **(** **)** |const| |
+---------------------------+--------------------------------------------------------------------------------+
| void | :ref:`restart<class_Particles2D_method_restart>` **(** **)** |
+---------------------------+--------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Signals
-------
.. _class_Particles2D_signal_finished:
.. rst-class:: classref-signal
**finished** **(** **)**
Emitted when all active particles have finished processing. When :ref:`one_shot<class_Particles2D_property_one_shot>` is disabled, particles will process continuously, so this is never emitted.
\ **Note:** Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Enumerations
------------
.. _enum_Particles2D_DrawOrder:
.. rst-class:: classref-enumeration
enum **DrawOrder**:
.. _class_Particles2D_constant_DRAW_ORDER_INDEX:
.. rst-class:: classref-enumeration-constant
:ref:`DrawOrder<enum_Particles2D_DrawOrder>` **DRAW_ORDER_INDEX** = ``0``
Particles are drawn in the order emitted.
.. _class_Particles2D_constant_DRAW_ORDER_LIFETIME:
.. rst-class:: classref-enumeration-constant
:ref:`DrawOrder<enum_Particles2D_DrawOrder>` **DRAW_ORDER_LIFETIME** = ``1``
Particles are drawn in order of remaining lifetime.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Property Descriptions
---------------------
.. _class_Particles2D_property_amount:
.. rst-class:: classref-property
:ref:`int<class_int>` **amount** = ``8``
.. rst-class:: classref-property-setget
- void **set_amount** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_amount** **(** **)**
The number of particles emitted in one emission cycle (corresponding to the :ref:`lifetime<class_Particles2D_property_lifetime>`).
\ **Note:** Changing :ref:`amount<class_Particles2D_property_amount>` will reset the particle emission, therefore removing all particles that were already emitted before changing :ref:`amount<class_Particles2D_property_amount>`.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_draw_order:
.. rst-class:: classref-property
:ref:`DrawOrder<enum_Particles2D_DrawOrder>` **draw_order** = ``0``
.. rst-class:: classref-property-setget
- void **set_draw_order** **(** :ref:`DrawOrder<enum_Particles2D_DrawOrder>` value **)**
- :ref:`DrawOrder<enum_Particles2D_DrawOrder>` **get_draw_order** **(** **)**
Particle draw order. Uses :ref:`DrawOrder<enum_Particles2D_DrawOrder>` values.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_emitting:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **emitting** = ``true``
.. rst-class:: classref-property-setget
- void **set_emitting** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_emitting** **(** **)**
If ``true``, particles are being emitted.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_explosiveness:
.. rst-class:: classref-property
:ref:`float<class_float>` **explosiveness** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_explosiveness_ratio** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_explosiveness_ratio** **(** **)**
How rapidly particles in an emission cycle are emitted. If greater than ``0``, there will be a gap in emissions before the next cycle begins.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_fixed_fps:
.. rst-class:: classref-property
:ref:`int<class_int>` **fixed_fps** = ``0``
.. rst-class:: classref-property-setget
- void **set_fixed_fps** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_fixed_fps** **(** **)**
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.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_fract_delta:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **fract_delta** = ``true``
.. rst-class:: classref-property-setget
- void **set_fractional_delta** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **get_fractional_delta** **(** **)**
If ``true``, results in fractional delta calculation which has a smoother particles display effect.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_lifetime:
.. rst-class:: classref-property
:ref:`float<class_float>` **lifetime** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_lifetime** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_lifetime** **(** **)**
The amount of time each particle will exist (in seconds).
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_local_coords:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **local_coords** = ``true``
.. rst-class:: classref-property-setget
- void **set_use_local_coordinates** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **get_use_local_coordinates** **(** **)**
If ``true``, particles use the parent node's coordinate space. If ``false``, they use global coordinates.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_normal_map:
.. rst-class:: classref-property
:ref:`Texture<class_Texture>` **normal_map**
.. rst-class:: classref-property-setget
- void **set_normal_map** **(** :ref:`Texture<class_Texture>` value **)**
- :ref:`Texture<class_Texture>` **get_normal_map** **(** **)**
Normal map to be used for the :ref:`texture<class_Particles2D_property_texture>` property.
\ **Note:** Godot expects the normal map to use X+, Y-, and Z+ coordinates. See `this page <http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates>`__ for a comparison of normal map coordinates expected by popular engines.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_one_shot:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **one_shot** = ``false``
.. rst-class:: classref-property-setget
- void **set_one_shot** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **get_one_shot** **(** **)**
If ``true``, only one emission cycle occurs. If set ``true`` during a cycle, emission will stop at the cycle's end.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_preprocess:
.. rst-class:: classref-property
:ref:`float<class_float>` **preprocess** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_pre_process_time** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_pre_process_time** **(** **)**
Particle system starts as if it had already run for this many seconds.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_process_material:
.. rst-class:: classref-property
:ref:`Material<class_Material>` **process_material**
.. rst-class:: classref-property-setget
- void **set_process_material** **(** :ref:`Material<class_Material>` value **)**
- :ref:`Material<class_Material>` **get_process_material** **(** **)**
:ref:`Material<class_Material>` for processing particles. Can be a :ref:`ParticlesMaterial<class_ParticlesMaterial>` or a :ref:`ShaderMaterial<class_ShaderMaterial>`.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_randomness:
.. rst-class:: classref-property
:ref:`float<class_float>` **randomness** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_randomness_ratio** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_randomness_ratio** **(** **)**
Emission lifetime randomness ratio.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_speed_scale:
.. rst-class:: classref-property
:ref:`float<class_float>` **speed_scale** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_speed_scale** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_speed_scale** **(** **)**
Particle system's running speed scaling ratio. A value of ``0`` can be used to pause the particles.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_texture:
.. rst-class:: classref-property
:ref:`Texture<class_Texture>` **texture**
.. rst-class:: classref-property-setget
- void **set_texture** **(** :ref:`Texture<class_Texture>` value **)**
- :ref:`Texture<class_Texture>` **get_texture** **(** **)**
Particle texture. If ``null``, particles will be squares.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_property_visibility_rect:
.. rst-class:: classref-property
:ref:`Rect2<class_Rect2>` **visibility_rect** = ``Rect2( -100, -100, 200, 200 )``
.. rst-class:: classref-property-setget
- void **set_visibility_rect** **(** :ref:`Rect2<class_Rect2>` value **)**
- :ref:`Rect2<class_Rect2>` **get_visibility_rect** **(** **)**
The :ref:`Rect2<class_Rect2>` that determines the node's region which needs to be visible on screen for the particle system to be active.
Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The :ref:`Rect2<class_Rect2>` can be grown via code or with the **Particles → Generate Visibility Rect** editor tool.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Method Descriptions
-------------------
.. _class_Particles2D_method_capture_rect:
.. rst-class:: classref-method
:ref:`Rect2<class_Rect2>` **capture_rect** **(** **)** |const|
Returns a rectangle containing the positions of all existing particles.
\ **Note:** When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
.. rst-class:: classref-item-separator
----
.. _class_Particles2D_method_restart:
.. rst-class:: classref-method
void **restart** **(** **)**
Restarts all the existing particles.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`