GPUParticles2D
继承: Node2D
< CanvasItem
< Node
< Object
A 2D particle emitter.
描述
2D particle node used to create a variety of particle systems and effects. GPUParticles2D features an emitter that generates some number of particles at a given rate.
Use the process_material
property to add a ParticleProcessMaterial
to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial
which will be applied to all particles.
2D particles can optionally collide with LightOccluder2D
, but they don't collide with PhysicsBody2D
nodes.
属性
方法
Rect2 | capture_rect ( ) const1 |
void | convert_from_particles ( particles: Node ) |
void | emit_particle ( xform: Transform2D , velocity: Vector2 , color: Color , custom: Color , flags: int ) |
void | restart ( ) |
信号
finished ( )
Emitted when all active particles have finished processing. To immediately restart the emission cycle, call restart
.
Never emitted when one_shot
is disabled, as particles will be emitted and processed continuously.
Note: For one_shot
emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting emitting
to true
will not restart the emission cycle. This delay is avoided by instead calling restart
.
枚举
enum DrawOrder:
DrawOrder DRAW_ORDER_INDEX = 0
Particles are drawn in the order emitted.
DrawOrder DRAW_ORDER_LIFETIME = 1
Particles are drawn in order of remaining lifetime. In other words, the particle with the highest lifetime is drawn at the front.
DrawOrder DRAW_ORDER_REVERSE_LIFETIME = 2
Particles are drawn in reverse order of remaining lifetime. In other words, the particle with the lowest lifetime is drawn at the front.
enum EmitFlags:
EmitFlags EMIT_FLAG_POSITION = 1
Particle starts at the specified position.
EmitFlags EMIT_FLAG_ROTATION_SCALE = 2
Particle starts with specified rotation and scale.
EmitFlags EMIT_FLAG_VELOCITY = 4
Particle starts with the specified velocity vector, which defines the emission direction and speed.
EmitFlags EMIT_FLAG_COLOR = 8
Particle starts with specified color.
EmitFlags EMIT_FLAG_CUSTOM = 16
Particle starts with specified CUSTOM
data.
属性说明
int
amount = 8
The number of particles to emit in one emission cycle. The effective emission rate is (amount * amount_ratio) / lifetime
particles per second. Higher values will increase GPU requirements, even if not all particles are visible at a given time or if amount_ratio
is decreased.
Note: Changing this value will cause the particle system to restart. To avoid this, change amount_ratio
instead.
float
amount_ratio = 1.0
The ratio of particles that should actually be emitted. If set to a value lower than 1.0
, this will set the amount of emitted particles throughout the lifetime to amount * amount_ratio
. Unlike changing amount
, changing amount_ratio
while emitting does not affect already-emitted particles and doesn't cause the particle system to restart. amount_ratio
can be used to create effects that make the number of emitted particles vary over time.
Note: Reducing the amount_ratio
has no performance benefit, since resources need to be allocated and processed for the total amount
of particles regardless of the amount_ratio
. If you don't intend to change the number of particles emitted while the particles are emitting, make sure amount_ratio
is set to 1
and change amount
to your liking instead.
float
collision_base_size = 1.0
Multiplier for particle's collision radius. 1.0
corresponds to the size of the sprite. If particles appear to sink into the ground when colliding, increase this value. If particles appear to float when colliding, decrease this value. Only effective if ParticleProcessMaterial.collision_mode
is ParticleProcessMaterial.COLLISION_RIGID
or ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT
.
Note: Particles always have a spherical collision shape.
DrawOrder draw_order = 1
Particle draw order. Uses DrawOrder values.
bool
emitting = true
If true
, particles are being emitted. emitting
can be used to start and stop particles from emitting. However, if one_shot
is true
setting emitting
to true
will not restart the emission cycle unless all active particles have finished processing. Use the finished
signal to be notified once all active particles finish processing.
Note: For one_shot
emitters, due to the particles being computed on the GPU, there may be a short period after receiving the finished
signal during which setting this to true
will not restart the emission cycle.
Tip: If your one_shot
emitter needs to immediately restart emitting particles once finished
signal is received, consider calling restart
instead of setting emitting
.
float
explosiveness = 0.0
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.
int
fixed_fps = 30
The particle system's frame rate is fixed to a value. For example, 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.
bool
fract_delta = true
If true
, results in fractional delta calculation which has a smoother particles display effect.
float
interp_to_end = 0.0
Causes all the particles in this node to interpolate towards the end of their lifetime.
Note: This only works when used with a ParticleProcessMaterial
. It needs to be manually implemented for custom process shaders.
bool
interpolate = true
Enables particle interpolation, which makes the particle movement smoother when their fixed_fps
is lower than the screen refresh rate.
float
lifetime = 1.0
The amount of time each particle will exist (in seconds). The effective emission rate is (amount * amount_ratio) / lifetime
particles per second.
bool
local_coords = false
If true
, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the GPUParticles2D node (and its parents) when it is moved or rotated. If false
, particles use global coordinates; they will not move or rotate along the GPUParticles2D node (and its parents) when it is moved or rotated.
bool
one_shot = false
If true
, only one emission cycle occurs. If set true
during a cycle, emission will stop at the cycle's end.
float
preprocess = 0.0
Particle system starts as if it had already run for this many seconds.
Material
process_material
Material
for processing particles. Can be a ParticleProcessMaterial
or a ShaderMaterial
.
float
randomness = 0.0
Emission lifetime randomness ratio.
float
speed_scale = 1.0
Particle system's running speed scaling ratio. A value of 0
can be used to pause the particles.
NodePath
sub_emitter = NodePath("")
Path to another GPUParticles2D node that will be used as a subemitter (see ParticleProcessMaterial.sub_emitter_mode
). Subemitters can be used to achieve effects such as fireworks, sparks on collision, bubbles popping into water drops, and more.
Note: When sub_emitter
is set, the target GPUParticles2D node will no longer emit particles on its own.
Texture2D
texture
Particle texture. If null
, particles will be squares with a size of 1×1 pixels.
Note: To use a flipbook texture, assign a new CanvasItemMaterial
to the GPUParticles2D's CanvasItem.material
property, then enable CanvasItemMaterial.particles_animation
and set CanvasItemMaterial.particles_anim_h_frames
, CanvasItemMaterial.particles_anim_v_frames
, and CanvasItemMaterial.particles_anim_loop
to match the flipbook texture.
bool
trail_enabled = false
If true
, enables particle trails using a mesh skinning system.
Note: Unlike GPUParticles3D
, the number of trail sections and subdivisions is set with the trail_sections
and trail_section_subdivisions
properties.
float
trail_lifetime = 0.3
The amount of time the particle's trail should represent (in seconds). Only effective if trail_enabled
is true
.
int
trail_section_subdivisions = 4
The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also trail_sections
. Only effective if trail_enabled
is true
.
int
trail_sections = 8
The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also trail_section_subdivisions
. Only effective if trail_enabled
is true
.
Rect2
visibility_rect = Rect2(-100, -100, 200, 200)
The 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 Rect2
can be grown via code or with the Particles → Generate Visibility Rect editor tool.
方法说明
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.
void
convert_from_particles ( particles: Node
)
Sets this node's properties to match a given CPUParticles2D
node.
void
emit_particle ( xform: Transform2D
, velocity: Vector2
, color: Color
, custom: Color
, flags: int
)
Emits a single particle. Whether xform
, velocity
, color
and custom
are applied depends on the value of flags
. See EmitFlags.
The default ParticleProcessMaterial will overwrite color
and use the contents of custom
as (rotation, age, animation, lifetime)
.
void
restart ( )
Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the finished
signal before calling.
Note: The finished
signal is only emitted by one_shot
emitters.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。