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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Particles" inherits= "GeometryInstance" version= "3.5" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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GPU-based 3D particle emitter.
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</brief_description>
<description >
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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.
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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.
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[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b].
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[b]Note:[/b] On macOS, [Particles] rendering is much slower than [CPUParticles] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles] instead when targeting macOS.
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[b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
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</description>
<tutorials >
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<link title= "Controlling thousands of fish with Particles" > $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
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<link title= "Third Person Shooter Demo" > https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
<methods >
<method name= "capture_aabb" qualifiers= "const" >
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<return type= "AABB" />
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<description >
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Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
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</description>
</method>
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<method name= "get_draw_pass_mesh" qualifiers= "const" >
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<return type= "Mesh" />
<argument index= "0" name= "pass" type= "int" />
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<description >
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Returns the [Mesh] that is drawn at index [code]pass[/code].
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</description>
</method>
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<method name= "restart" >
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<return type= "void" />
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<description >
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Restarts the particle emission, clearing existing particles.
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</description>
</method>
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<method name= "set_draw_pass_mesh" >
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<return type= "void" />
<argument index= "0" name= "pass" type= "int" />
<argument index= "1" name= "mesh" type= "Mesh" />
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<description >
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Sets the [Mesh] that is drawn at index [code]pass[/code].
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</description>
</method>
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</methods>
<members >
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<member name= "amount" type= "int" setter= "set_amount" getter= "get_amount" default= "8" >
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The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
[b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
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</member>
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<member name= "draw_order" type= "int" setter= "set_draw_order" getter= "get_draw_order" enum= "Particles.DrawOrder" default= "0" >
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Particle draw order. Uses [enum DrawOrder] values.
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</member>
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<member name= "draw_pass_1" type= "Mesh" setter= "set_draw_pass_mesh" getter= "get_draw_pass_mesh" >
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[Mesh] that is drawn for the first draw pass.
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</member>
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<member name= "draw_pass_2" type= "Mesh" setter= "set_draw_pass_mesh" getter= "get_draw_pass_mesh" >
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[Mesh] that is drawn for the second draw pass.
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</member>
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<member name= "draw_pass_3" type= "Mesh" setter= "set_draw_pass_mesh" getter= "get_draw_pass_mesh" >
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[Mesh] that is drawn for the third draw pass.
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</member>
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<member name= "draw_pass_4" type= "Mesh" setter= "set_draw_pass_mesh" getter= "get_draw_pass_mesh" >
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[Mesh] that is drawn for the fourth draw pass.
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</member>
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<member name= "draw_passes" type= "int" setter= "set_draw_passes" getter= "get_draw_passes" default= "1" >
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The number of draw passes when rendering particles.
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</member>
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<member name= "emitting" type= "bool" setter= "set_emitting" getter= "is_emitting" default= "true" >
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If [code]true[/code], particles are being emitted.
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</member>
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<member name= "explosiveness" type= "float" setter= "set_explosiveness_ratio" getter= "get_explosiveness_ratio" default= "0.0" >
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Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
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</member>
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<member name= "fixed_fps" type= "int" setter= "set_fixed_fps" getter= "get_fixed_fps" default= "0" >
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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.
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</member>
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<member name= "fract_delta" type= "bool" setter= "set_fractional_delta" getter= "get_fractional_delta" default= "true" >
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If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
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</member>
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<member name= "lifetime" type= "float" setter= "set_lifetime" getter= "get_lifetime" default= "1.0" >
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The amount of time each particle will exist (in seconds).
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</member>
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<member name= "local_coords" type= "bool" setter= "set_use_local_coordinates" getter= "get_use_local_coordinates" default= "true" >
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If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
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</member>
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<member name= "one_shot" type= "bool" setter= "set_one_shot" getter= "get_one_shot" default= "false" >
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If [code]true[/code], only [code]amount[/code] particles will be emitted.
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</member>
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<member name= "preprocess" type= "float" setter= "set_pre_process_time" getter= "get_pre_process_time" default= "0.0" >
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Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
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</member>
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<member name= "process_material" type= "Material" setter= "set_process_material" getter= "get_process_material" >
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[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
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</member>
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<member name= "randomness" type= "float" setter= "set_randomness_ratio" getter= "get_randomness_ratio" default= "0.0" >
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Emission randomness ratio.
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</member>
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<member name= "speed_scale" type= "float" setter= "set_speed_scale" getter= "get_speed_scale" default= "1.0" >
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Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
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</member>
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<member name= "visibility_aabb" type= "AABB" setter= "set_visibility_aabb" getter= "get_visibility_aabb" default= "AABB( -4, -4, -4, 8, 8, 8 )" >
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The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
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[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.
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</member>
</members>
<constants >
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<constant name= "DRAW_ORDER_INDEX" value= "0" enum= "DrawOrder" >
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Particles are drawn in the order emitted.
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</constant>
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<constant name= "DRAW_ORDER_LIFETIME" value= "1" enum= "DrawOrder" >
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Particles are drawn in order of remaining lifetime.
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</constant>
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<constant name= "DRAW_ORDER_VIEW_DEPTH" value= "2" enum= "DrawOrder" >
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Particles are drawn in order of depth.
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</constant>
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<constant name= "MAX_DRAW_PASSES" value= "4" >
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Maximum number of draw passes supported.
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</constant>
</constants>
</class>