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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "ParticleProcessMaterial" inherits= "Material" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes.
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</brief_description>
<description >
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ParticleProcessMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] emitter nodes.
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Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] applied to vary values over the lifetime of the particle.
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Particle animation is available only in [GPUParticles2D]. To use it, attach a [CanvasItemMaterial], with [member CanvasItemMaterial.particles_animation] enabled, to the particles node.
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "get_param_max" qualifiers= "const" >
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<return type= "float" />
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<param index= "0" name= "param" type= "int" enum= "ParticleProcessMaterial.Parameter" />
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<description >
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Returns the maximum value range for the given parameter.
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</description>
</method>
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<method name= "get_param_min" qualifiers= "const" >
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<return type= "float" />
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<param index= "0" name= "param" type= "int" enum= "ParticleProcessMaterial.Parameter" />
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<description >
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Returns the minimum value range for the given parameter.
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</description>
</method>
<method name= "get_param_texture" qualifiers= "const" >
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<return type= "Texture2D" />
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<param index= "0" name= "param" type= "int" enum= "ParticleProcessMaterial.Parameter" />
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<description >
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Returns the [Texture2D] used by the specified parameter.
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</description>
</method>
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<method name= "get_particle_flag" qualifiers= "const" >
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<return type= "bool" />
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<param index= "0" name= "particle_flag" type= "int" enum= "ParticleProcessMaterial.ParticleFlags" />
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<description >
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Returns [code]true[/code] if the specified particle flag is enabled. See [enum ParticleFlags] for options.
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</description>
</method>
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<method name= "set_param_max" >
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<return type= "void" />
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<param index= "0" name= "param" type= "int" enum= "ParticleProcessMaterial.Parameter" />
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<param index= "1" name= "value" type= "float" />
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<description >
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Sets the maximum value range for the given parameter.
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</description>
</method>
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<method name= "set_param_min" >
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<return type= "void" />
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<param index= "0" name= "param" type= "int" enum= "ParticleProcessMaterial.Parameter" />
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<param index= "1" name= "value" type= "float" />
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<description >
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Sets the minimum value range for the given parameter.
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</description>
</method>
<method name= "set_param_texture" >
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<return type= "void" />
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<param index= "0" name= "param" type= "int" enum= "ParticleProcessMaterial.Parameter" />
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<param index= "1" name= "texture" type= "Texture2D" />
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<description >
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Sets the [Texture2D] for the specified [enum Parameter].
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</description>
</method>
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<method name= "set_particle_flag" >
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<return type= "void" />
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<param index= "0" name= "particle_flag" type= "int" enum= "ParticleProcessMaterial.ParticleFlags" />
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<param index= "1" name= "enable" type= "bool" />
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<description >
If [code]true[/code], enables the specified particle flag. See [enum ParticleFlags] for options.
</description>
</method>
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</methods>
<members >
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<member name= "angle_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's rotation will be animated along this [CurveTexture].
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</member>
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<member name= "angle_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum initial rotation applied to each particle, in degrees.
Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
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</member>
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<member name= "angle_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member angle_max].
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</member>
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<member name= "angular_velocity_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's angular velocity (rotation speed) will vary along this [CurveTexture] over its lifetime.
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</member>
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<member name= "angular_velocity_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
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Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
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</member>
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<member name= "angular_velocity_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member angular_velocity_max].
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</member>
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<member name= "anim_offset_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's animation offset will vary along this [CurveTexture].
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</member>
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<member name= "anim_offset_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum animation offset that corresponds to frame index in the texture. [code]0[/code] is the first frame, [code]1[/code] is the last one. See [member CanvasItemMaterial.particles_animation].
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</member>
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<member name= "anim_offset_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member anim_offset_max].
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</member>
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<member name= "anim_speed_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's animation speed will vary along this [CurveTexture].
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</member>
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<member name= "anim_speed_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum particle animation speed. Animation speed of [code]1[/code] means that the particles will make full [code]0[/code] to [code]1[/code] offset cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.
With animation speed greater than [code]1[/code], remember to enable [member CanvasItemMaterial.particles_anim_loop] property if you want the animation to repeat.
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</member>
<member name= "anim_speed_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member anim_speed_max].
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</member>
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<member name= "attractor_interaction_enabled" type= "bool" setter= "set_attractor_interaction_enabled" getter= "is_attractor_interaction_enabled" default= "true" >
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True if the interaction with particle attractors is enabled.
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</member>
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<member name= "collision_bounce" type= "float" setter= "set_collision_bounce" getter= "get_collision_bounce" >
The particles' bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
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</member>
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<member name= "collision_friction" type= "float" setter= "set_collision_friction" getter= "get_collision_friction" >
The particles' friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
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</member>
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<member name= "collision_mode" type= "int" setter= "set_collision_mode" getter= "get_collision_mode" enum= "ParticleProcessMaterial.CollisionMode" default= "0" >
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The particles' collision mode.
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[b]Note:[/b] 3D Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes.
[b]Note:[/b] 2D Particles can only collide with [LightOccluder2D] nodes, not [PhysicsBody2D] nodes.
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</member>
<member name= "collision_use_scale" type= "bool" setter= "set_collision_use_scale" getter= "is_collision_using_scale" default= "false" >
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Should collision take scale into account.
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</member>
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<member name= "color" type= "Color" setter= "set_color" getter= "get_color" default= "Color(1, 1, 1, 1)" >
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Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color.
[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect.
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</member>
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<member name= "color_initial_ramp" type= "Texture2D" setter= "set_color_initial_ramp" getter= "get_color_initial_ramp" >
Each particle's initial color will vary along this [GradientTexture1D] (multiplied with [member color]).
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[b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_initial_ramp] will have no visible effect.
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</member>
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<member name= "color_ramp" type= "Texture2D" setter= "set_color_ramp" getter= "get_color_ramp" >
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Each particle's color will vary along this [GradientTexture1D] over its lifetime (multiplied with [member color]).
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[b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] will have no visible effect.
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</member>
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<member name= "damping_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Damping will vary along this [CurveTexture].
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</member>
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<member name= "damping_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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The maximum rate at which particles lose velocity. For example value of [code]100[/code] means that the particle will go from [code]100[/code] velocity to [code]0[/code] in [code]1[/code] second.
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</member>
<member name= "damping_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member damping_max].
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</member>
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<member name= "direction" type= "Vector3" setter= "set_direction" getter= "get_direction" default= "Vector3(1, 0, 0)" >
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Unit vector specifying the particles' emission direction.
</member>
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<member name= "emission_box_extents" type= "Vector3" setter= "set_emission_box_extents" getter= "get_emission_box_extents" >
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The box's extents if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_BOX].
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</member>
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<member name= "emission_color_texture" type= "Texture2D" setter= "set_emission_color_texture" getter= "get_emission_color_texture" >
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Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture].
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[b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member emission_color_texture] will have no visible effect.
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</member>
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<member name= "emission_normal_texture" type= "Texture2D" setter= "set_emission_normal_texture" getter= "get_emission_normal_texture" >
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Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
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</member>
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<member name= "emission_point_count" type= "int" setter= "set_emission_point_count" getter= "get_emission_point_count" >
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The number of emission points if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
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</member>
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<member name= "emission_point_texture" type= "Texture2D" setter= "set_emission_point_texture" getter= "get_emission_point_texture" >
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Particles will be emitted at positions determined by sampling this texture at a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
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</member>
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<member name= "emission_ring_axis" type= "Vector3" setter= "set_emission_ring_axis" getter= "get_emission_ring_axis" >
The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING].
</member>
<member name= "emission_ring_height" type= "float" setter= "set_emission_ring_height" getter= "get_emission_ring_height" >
The height of the ring when using the emitter [constant EMISSION_SHAPE_RING].
</member>
<member name= "emission_ring_inner_radius" type= "float" setter= "set_emission_ring_inner_radius" getter= "get_emission_ring_inner_radius" >
The inner radius of the ring when using the emitter [constant EMISSION_SHAPE_RING].
</member>
<member name= "emission_ring_radius" type= "float" setter= "set_emission_ring_radius" getter= "get_emission_ring_radius" >
The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING].
</member>
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<member name= "emission_shape" type= "int" setter= "set_emission_shape" getter= "get_emission_shape" enum= "ParticleProcessMaterial.EmissionShape" default= "0" >
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Particles will be emitted inside this region. Use [enum EmissionShape] constants for values.
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</member>
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<member name= "emission_sphere_radius" type= "float" setter= "set_emission_sphere_radius" getter= "get_emission_sphere_radius" >
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The sphere's radius if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_SPHERE].
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</member>
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<member name= "flatness" type= "float" setter= "set_flatness" getter= "get_flatness" default= "0.0" >
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Amount of [member spread] along the Y axis.
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</member>
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<member name= "gravity" type= "Vector3" setter= "set_gravity" getter= "get_gravity" default= "Vector3(0, -9.8, 0)" >
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Gravity applied to every particle.
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</member>
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<member name= "hue_variation_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's hue will vary along this [CurveTexture].
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</member>
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<member name= "hue_variation_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
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</member>
<member name= "hue_variation_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member hue_variation_max].
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</member>
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<member name= "initial_velocity_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum initial velocity magnitude for each particle. Direction comes from [member direction] and [member spread].
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</member>
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<member name= "initial_velocity_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member initial_velocity_max].
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</member>
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<member name= "lifetime_randomness" type= "float" setter= "set_lifetime_randomness" getter= "get_lifetime_randomness" default= "0.0" >
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Particle lifetime randomness ratio. The equation for the lifetime of a particle is [code]lifetime * (1.0 - randf() * lifetime_randomness)[/code]. For example, a [member lifetime_randomness] of [code]0.4[/code] scales the lifetime between [code]0.6[/code] to [code]1.0[/code] of its original value.
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</member>
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<member name= "linear_accel_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's linear acceleration will vary along this [CurveTexture].
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</member>
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<member name= "linear_accel_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum linear acceleration applied to each particle in the direction of motion.
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</member>
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<member name= "linear_accel_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member linear_accel_max].
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</member>
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<member name= "orbit_velocity_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's orbital velocity will vary along this [CurveTexture].
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</member>
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<member name= "orbit_velocity_max" type= "float" setter= "set_param_max" getter= "get_param_max" >
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Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
Only available when [member particle_flag_disable_z] is [code]true[/code].
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</member>
<member name= "orbit_velocity_min" type= "float" setter= "set_param_min" getter= "get_param_min" >
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Minimum equivalent of [member orbit_velocity_max].
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</member>
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<member name= "particle_flag_align_y" type= "bool" setter= "set_particle_flag" getter= "get_particle_flag" default= "false" >
Align Y axis of particle with the direction of its velocity.
</member>
<member name= "particle_flag_disable_z" type= "bool" setter= "set_particle_flag" getter= "get_particle_flag" default= "false" >
If [code]true[/code], particles will not move on the z axis.
</member>
<member name= "particle_flag_rotate_y" type= "bool" setter= "set_particle_flag" getter= "get_particle_flag" default= "false" >
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If [code]true[/code], particles rotate around Y axis by [member angle_min].
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</member>
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<member name= "radial_accel_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's radial acceleration will vary along this [CurveTexture].
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</member>
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<member name= "radial_accel_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
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</member>
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<member name= "radial_accel_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member radial_accel_max].
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</member>
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<member name= "scale_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's scale will vary along this [CurveTexture]. If a [CurveXYZTexture] is supplied instead, the scale will be separated per-axis.
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</member>
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<member name= "scale_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "1.0" >
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Maximum initial scale applied to each particle.
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</member>
<member name= "scale_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "1.0" >
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Minimum equivalent of [member scale_max].
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</member>
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<member name= "spread" type= "float" setter= "set_spread" getter= "get_spread" default= "45.0" >
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Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
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</member>
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<member name= "sub_emitter_amount_at_collision" type= "int" setter= "set_sub_emitter_amount_at_collision" getter= "get_sub_emitter_amount_at_collision" >
Sub particle amount on collision.
Maximum amount set in the sub particles emitter.
</member>
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<member name= "sub_emitter_amount_at_end" type= "int" setter= "set_sub_emitter_amount_at_end" getter= "get_sub_emitter_amount_at_end" >
</member>
<member name= "sub_emitter_frequency" type= "float" setter= "set_sub_emitter_frequency" getter= "get_sub_emitter_frequency" >
</member>
<member name= "sub_emitter_keep_velocity" type= "bool" setter= "set_sub_emitter_keep_velocity" getter= "get_sub_emitter_keep_velocity" default= "false" >
</member>
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<member name= "sub_emitter_mode" type= "int" setter= "set_sub_emitter_mode" getter= "get_sub_emitter_mode" enum= "ParticleProcessMaterial.SubEmitterMode" default= "0" >
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</member>
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<member name= "tangential_accel_curve" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
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Each particle's tangential acceleration will vary along this [CurveTexture].
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</member>
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<member name= "tangential_accel_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
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</member>
<member name= "tangential_accel_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum equivalent of [member tangential_accel_max].
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</member>
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<member name= "turbulence_enabled" type= "bool" setter= "set_turbulence_enabled" getter= "get_turbulence_enabled" default= "false" >
2023-04-30 00:38:13 +02:00
If [code]true[/code], enables turbulence for the particle system. Turbulence can be used to vary particle movement according to its position (based on a 3D noise pattern). In 3D, [GPUParticlesAttractorVectorField3D] with [NoiseTexture3D] can be used as an alternative to turbulence that works in world space and with multiple particle systems reacting in the same way.
[b]Note:[/b] Enabling turbulence has a high performance cost on the GPU. Only enable turbulence on a few particle systems at once at most, and consider disabling it when targeting mobile/web platforms.
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</member>
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<member name= "turbulence_influence_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.1" >
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Maximum turbulence influence on each particle.
The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life].
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</member>
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<member name= "turbulence_influence_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.1" >
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Minimum turbulence influence on each particle.
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The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life].
</member>
<member name= "turbulence_influence_over_life" type= "Texture2D" setter= "set_param_texture" getter= "get_param_texture" >
Each particle's amount of turbulence will be influenced along this [CurveTexture] over its life time.
</member>
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<member name= "turbulence_initial_displacement_max" type= "float" setter= "set_param_max" getter= "get_param_max" default= "0.0" >
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Maximum displacement of each particle's spawn position by the turbulence.
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The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max].
</member>
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<member name= "turbulence_initial_displacement_min" type= "float" setter= "set_param_min" getter= "get_param_min" default= "0.0" >
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Minimum displacement of each particle's spawn position by the turbulence.
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The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max].
</member>
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<member name= "turbulence_noise_scale" type= "float" setter= "set_turbulence_noise_scale" getter= "get_turbulence_noise_scale" default= "9.0" >
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This value controls the overall scale/frequency of the turbulence noise pattern.
A small scale will result in smaller features with more detail while a high scale will result in smoother noise with larger features.
</member>
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<member name= "turbulence_noise_speed" type= "Vector3" setter= "set_turbulence_noise_speed" getter= "get_turbulence_noise_speed" default= "Vector3(0, 0, 0)" >
A scrolling velocity for the turbulence field. This sets a directional trend for the pattern to move in over time.
The default value of [code]Vector3(0, 0, 0)[/code] turns off the scrolling.
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</member>
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<member name= "turbulence_noise_speed_random" type= "float" setter= "set_turbulence_noise_speed_random" getter= "get_turbulence_noise_speed_random" default= "0.2" >
The in-place rate of change of the turbulence field. This defines how quickly the noise pattern varies over time.
A value of 0.0 will result in a fixed pattern.
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</member>
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<member name= "turbulence_noise_strength" type= "float" setter= "set_turbulence_noise_strength" getter= "get_turbulence_noise_strength" default= "1.0" >
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The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.
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</member>
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</members>
<constants >
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<constant name= "PARAM_INITIAL_LINEAR_VELOCITY" value= "0" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set initial velocity properties.
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</constant>
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<constant name= "PARAM_ANGULAR_VELOCITY" value= "1" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set angular velocity properties.
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</constant>
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<constant name= "PARAM_ORBIT_VELOCITY" value= "2" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set orbital velocity properties.
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</constant>
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<constant name= "PARAM_LINEAR_ACCEL" value= "3" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set linear acceleration properties.
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</constant>
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<constant name= "PARAM_RADIAL_ACCEL" value= "4" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set radial acceleration properties.
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</constant>
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<constant name= "PARAM_TANGENTIAL_ACCEL" value= "5" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set tangential acceleration properties.
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</constant>
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<constant name= "PARAM_DAMPING" value= "6" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set damping properties.
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</constant>
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<constant name= "PARAM_ANGLE" value= "7" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set angle properties.
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</constant>
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<constant name= "PARAM_SCALE" value= "8" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set scale properties.
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</constant>
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<constant name= "PARAM_HUE_VARIATION" value= "9" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set hue variation properties.
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</constant>
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<constant name= "PARAM_ANIM_SPEED" value= "10" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation speed properties.
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</constant>
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<constant name= "PARAM_ANIM_OFFSET" value= "11" enum= "Parameter" >
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Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation offset properties.
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</constant>
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<constant name= "PARAM_MAX" value= "15" enum= "Parameter" >
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Represents the size of the [enum Parameter] enum.
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</constant>
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<constant name= "PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY" value= "0" enum= "ParticleFlags" >
Use with [method set_particle_flag] to set [member particle_flag_align_y].
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</constant>
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<constant name= "PARTICLE_FLAG_ROTATE_Y" value= "1" enum= "ParticleFlags" >
Use with [method set_particle_flag] to set [member particle_flag_rotate_y].
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</constant>
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<constant name= "PARTICLE_FLAG_DISABLE_Z" value= "2" enum= "ParticleFlags" >
Use with [method set_particle_flag] to set [member particle_flag_disable_z].
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</constant>
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<constant name= "PARTICLE_FLAG_MAX" value= "3" enum= "ParticleFlags" >
Represents the size of the [enum ParticleFlags] enum.
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</constant>
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<constant name= "EMISSION_SHAPE_POINT" value= "0" enum= "EmissionShape" >
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All particles will be emitted from a single point.
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</constant>
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<constant name= "EMISSION_SHAPE_SPHERE" value= "1" enum= "EmissionShape" >
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Particles will be emitted in the volume of a sphere.
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</constant>
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<constant name= "EMISSION_SHAPE_SPHERE_SURFACE" value= "2" enum= "EmissionShape" >
Particles will be emitted on the surface of a sphere.
</constant>
<constant name= "EMISSION_SHAPE_BOX" value= "3" enum= "EmissionShape" >
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Particles will be emitted in the volume of a box.
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</constant>
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<constant name= "EMISSION_SHAPE_POINTS" value= "4" enum= "EmissionShape" >
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Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle color will be modulated by [member emission_color_texture].
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</constant>
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<constant name= "EMISSION_SHAPE_DIRECTED_POINTS" value= "5" enum= "EmissionShape" >
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Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle velocity and rotation will be set based on [member emission_normal_texture]. Particle color will be modulated by [member emission_color_texture].
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</constant>
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<constant name= "EMISSION_SHAPE_RING" value= "6" enum= "EmissionShape" >
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Particles will be emitted in a ring or cylinder.
</constant>
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<constant name= "EMISSION_SHAPE_MAX" value= "7" enum= "EmissionShape" >
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Represents the size of the [enum EmissionShape] enum.
</constant>
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<constant name= "PARAM_TURB_VEL_INFLUENCE" value= "13" enum= "Parameter" >
Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum und maximum influence on each particles velocity.
</constant>
<constant name= "PARAM_TURB_INIT_DISPLACEMENT" value= "14" enum= "Parameter" >
Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum and maximum displacement of the particles spawn position.
</constant>
<constant name= "PARAM_TURB_INFLUENCE_OVER_LIFE" value= "12" enum= "Parameter" >
Use with [method set_param_texture] to set the turbulence influence over the particles life time.
</constant>
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<constant name= "SUB_EMITTER_DISABLED" value= "0" enum= "SubEmitterMode" >
</constant>
<constant name= "SUB_EMITTER_CONSTANT" value= "1" enum= "SubEmitterMode" >
</constant>
<constant name= "SUB_EMITTER_AT_END" value= "2" enum= "SubEmitterMode" >
</constant>
<constant name= "SUB_EMITTER_AT_COLLISION" value= "3" enum= "SubEmitterMode" >
</constant>
<constant name= "SUB_EMITTER_MAX" value= "4" enum= "SubEmitterMode" >
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Represents the size of the [enum SubEmitterMode] enum.
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</constant>
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<constant name= "COLLISION_DISABLED" value= "0" enum= "CollisionMode" >
No collision for particles. Particles will go through [GPUParticlesCollision3D] nodes.
</constant>
<constant name= "COLLISION_RIGID" value= "1" enum= "CollisionMode" >
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[RigidBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes.
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</constant>
<constant name= "COLLISION_HIDE_ON_CONTACT" value= "2" enum= "CollisionMode" >
Hide particles instantly when colliding with a [GPUParticlesCollision3D] node. This can be combined with a subemitter that uses the [constant COLLISION_RIGID] collision mode to "replace" the parent particle with the subemitter on impact.
</constant>
<constant name= "COLLISION_MAX" value= "3" enum= "CollisionMode" >
Represents the size of the [enum CollisionMode] enum.
</constant>
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</constants>
</class>