299d277c9c
On macOS, Particles rendering is much slower than CPUParticles due to transform feedback being implemented on the CPU instead of the GPU.
122 lines
7.5 KiB
XML
122 lines
7.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Particles" inherits="GeometryInstance" version="3.5">
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<brief_description>
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GPU-based 3D particle emitter.
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</brief_description>
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<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>
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<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>
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<methods>
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<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>
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</method>
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<method name="get_draw_pass_mesh" qualifiers="const">
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<return type="Mesh" />
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<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>
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</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>
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</method>
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<method name="set_draw_pass_mesh">
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<return type="void" />
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<argument index="0" name="pass" type="int" />
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<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>
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</method>
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</methods>
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<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]).
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[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.
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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>
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</members>
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<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>
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</constants>
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</class>
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