ParticleProcessMaterial
继承: Material
< Resource
< RefCounted
< Object
Holds a particle configuration for GPUParticles2D
or GPUParticles3D
nodes.
描述
ParticleProcessMaterial defines particle properties and behavior. It is used in the process_material
of the GPUParticles2D
and GPUParticles3D
nodes. Some of this material's properties are applied to each particle when emitted, while others can have a CurveTexture
or a GradientTexture1D
applied to vary numerical or color values over the lifetime of the particle.
属性
方法
Vector2 | get_param ( param: Parameter ) const1 |
float | get_param_max ( param: Parameter ) const1 |
float | get_param_min ( param: Parameter ) const1 |
Texture2D | get_param_texture ( param: Parameter ) const1 |
bool | get_particle_flag ( particle_flag: ParticleFlags ) const1 |
void | set_param ( param: Parameter, value: Vector2 ) |
void | set_param_max ( param: Parameter, value: float ) |
void | set_param_min ( param: Parameter, value: float ) |
void | set_param_texture ( param: Parameter, texture: Texture2D ) |
void | set_particle_flag ( particle_flag: ParticleFlags, enable: bool ) |
枚举
enum Parameter:
Parameter PARAM_INITIAL_LINEAR_VELOCITY = 0
Use with set_param_min
, set_param_max
, and set_param_texture
to set initial velocity properties.
Parameter PARAM_ANGULAR_VELOCITY = 1
Use with set_param_min
, set_param_max
, and set_param_texture
to set angular velocity properties.
Parameter PARAM_ORBIT_VELOCITY = 2
Use with set_param_min
, set_param_max
, and set_param_texture
to set orbital velocity properties.
Parameter PARAM_LINEAR_ACCEL = 3
Use with set_param_min
, set_param_max
, and set_param_texture
to set linear acceleration properties.
Parameter PARAM_RADIAL_ACCEL = 4
Use with set_param_min
, set_param_max
, and set_param_texture
to set radial acceleration properties.
Parameter PARAM_TANGENTIAL_ACCEL = 5
Use with set_param_min
, set_param_max
, and set_param_texture
to set tangential acceleration properties.
Parameter PARAM_DAMPING = 6
Use with set_param_min
, set_param_max
, and set_param_texture
to set damping properties.
Parameter PARAM_ANGLE = 7
Use with set_param_min
, set_param_max
, and set_param_texture
to set angle properties.
Parameter PARAM_SCALE = 8
Use with set_param_min
, set_param_max
, and set_param_texture
to set scale properties.
Parameter PARAM_HUE_VARIATION = 9
Use with set_param_min
, set_param_max
, and set_param_texture
to set hue variation properties.
Parameter PARAM_ANIM_SPEED = 10
Use with set_param_min
, set_param_max
, and set_param_texture
to set animation speed properties.
Parameter PARAM_ANIM_OFFSET = 11
Use with set_param_min
, set_param_max
, and set_param_texture
to set animation offset properties.
Parameter PARAM_RADIAL_VELOCITY = 15
Use with set_param_min
, set_param_max
, and set_param_texture
to set radial velocity properties.
Parameter PARAM_DIRECTIONAL_VELOCITY = 16
Use with set_param_min
, set_param_max
, and set_param_texture
to set directional velocity properties.
Parameter PARAM_SCALE_OVER_VELOCITY = 17
Use with set_param_min
, set_param_max
, and set_param_texture
to set scale over velocity properties.
Parameter PARAM_MAX = 18
Represents the size of the Parameter enum.
Parameter PARAM_TURB_VEL_INFLUENCE = 13
Use with set_param_min
and set_param_max
to set the turbulence minimum und maximum influence on each particles velocity.
Parameter PARAM_TURB_INIT_DISPLACEMENT = 14
Use with set_param_min
and set_param_max
to set the turbulence minimum and maximum displacement of the particles spawn position.
Parameter PARAM_TURB_INFLUENCE_OVER_LIFE = 12
Use with set_param_texture
to set the turbulence influence over the particles life time.
enum ParticleFlags:
ParticleFlags PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY = 0
Use with set_particle_flag
to set particle_flag_align_y
.
ParticleFlags PARTICLE_FLAG_ROTATE_Y = 1
Use with set_particle_flag
to set particle_flag_rotate_y
.
ParticleFlags PARTICLE_FLAG_DISABLE_Z = 2
Use with set_particle_flag
to set particle_flag_disable_z
.
ParticleFlags PARTICLE_FLAG_DAMPING_AS_FRICTION = 3
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ParticleFlags PARTICLE_FLAG_MAX = 4
Represents the size of the ParticleFlags enum.
enum EmissionShape:
EmissionShape EMISSION_SHAPE_POINT = 0
All particles will be emitted from a single point.
EmissionShape EMISSION_SHAPE_SPHERE = 1
Particles will be emitted in the volume of a sphere.
EmissionShape EMISSION_SHAPE_SPHERE_SURFACE = 2
Particles will be emitted on the surface of a sphere.
EmissionShape EMISSION_SHAPE_BOX = 3
Particles will be emitted in the volume of a box.
EmissionShape EMISSION_SHAPE_POINTS = 4
Particles will be emitted at a position determined by sampling a random point on the emission_point_texture
. Particle color will be modulated by emission_color_texture
.
EmissionShape EMISSION_SHAPE_DIRECTED_POINTS = 5
Particles will be emitted at a position determined by sampling a random point on the emission_point_texture
. Particle velocity and rotation will be set based on emission_normal_texture
. Particle color will be modulated by emission_color_texture
.
EmissionShape EMISSION_SHAPE_RING = 6
Particles will be emitted in a ring or cylinder.
EmissionShape EMISSION_SHAPE_MAX = 7
Represents the size of the EmissionShape enum.
enum SubEmitterMode:
SubEmitterMode SUB_EMITTER_DISABLED = 0
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SubEmitterMode SUB_EMITTER_CONSTANT = 1
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SubEmitterMode SUB_EMITTER_AT_END = 2
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SubEmitterMode SUB_EMITTER_AT_COLLISION = 3
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SubEmitterMode SUB_EMITTER_MAX = 4
Represents the size of the SubEmitterMode enum.
enum CollisionMode:
CollisionMode COLLISION_DISABLED = 0
No collision for particles. Particles will go through GPUParticlesCollision3D
nodes.
CollisionMode COLLISION_RIGID = 1
RigidBody3D
-style collision for particles using GPUParticlesCollision3D
nodes.
CollisionMode COLLISION_HIDE_ON_CONTACT = 2
Hide particles instantly when colliding with a GPUParticlesCollision3D
node. This can be combined with a subemitter that uses the COLLISION_RIGID
collision mode to "replace" the parent particle with the subemitter on impact.
CollisionMode COLLISION_MAX = 3
Represents the size of the CollisionMode enum.
属性说明
Texture2D
alpha_curve
The alpha value of each particle's color will be multiplied by this CurveTexture
over its lifetime.
Note: alpha_curve
multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D
, BaseMaterial3D.vertex_color_use_as_albedo
must be true
. For a ShaderMaterial
, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, alpha_curve
will have no visible effect.
Texture2D
angle_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's rotation will be animated along this CurveTexture
.
float
angle_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum initial rotation applied to each particle, in degrees.
Only applied when particle_flag_disable_z
or particle_flag_rotate_y
are true
or the BaseMaterial3D
being used to draw the particle is using BaseMaterial3D.BILLBOARD_PARTICLES
.
float
angle_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of angle_max
.
Texture2D
angular_velocity_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's angular velocity (rotation speed) will vary along this CurveTexture
over its lifetime.
float
angular_velocity_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum initial angular velocity (rotation speed) applied to each particle in degrees per second.
Only applied when particle_flag_disable_z
or particle_flag_rotate_y
are true
or the BaseMaterial3D
being used to draw the particle is using BaseMaterial3D.BILLBOARD_PARTICLES
.
float
angular_velocity_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of angular_velocity_max
.
Texture2D
anim_offset_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's animation offset will vary along this CurveTexture
.
float
anim_offset_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum animation offset that corresponds to frame index in the texture. 0
is the first frame, 1
is the last one. See CanvasItemMaterial.particles_animation
.
float
anim_offset_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of anim_offset_max
.
Texture2D
anim_speed_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's animation speed will vary along this CurveTexture
.
float
anim_speed_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum particle animation speed. Animation speed of 1
means that the particles will make full 0
to 1
offset cycle during lifetime, 2
means 2
cycles etc.
With animation speed greater than 1
, remember to enable CanvasItemMaterial.particles_anim_loop
property if you want the animation to repeat.
float
anim_speed_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of anim_speed_max
.
bool
attractor_interaction_enabled = true
If true
, interaction with particle attractors is enabled. In 3D, attraction only occurs within the area defined by the GPUParticles3D
node's GPUParticles3D.visibility_aabb
.
float
collision_bounce
The particles' bounciness. Values range from 0
(no bounce) to 1
(full bounciness). Only effective if collision_mode
is COLLISION_RIGID
.
float
collision_friction
The particles' friction. Values range from 0
(frictionless) to 1
(maximum friction). Only effective if collision_mode
is COLLISION_RIGID
.
CollisionMode collision_mode = 0
void
set_collision_mode ( value: CollisionMode )- CollisionMode get_collision_mode ( )
The particles' collision mode.
Note: 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. In 3D, collisions only occur within the area defined by the GPUParticles3D
node's GPUParticles3D.visibility_aabb
.
Note: 2D Particles can only collide with LightOccluder2D
nodes, not PhysicsBody2D
nodes.
bool
collision_use_scale = false
If true
, GPUParticles3D.collision_base_size
is multiplied by the particle's effective scale (see scale_min
, scale_max
, scale_curve
, and scale_over_velocity_curve
).
Color
color = Color(1, 1, 1, 1)
Each particle's initial color. If the GPUParticles2D
's texture
is defined, it will be multiplied by this color.
Note: color
multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D
, BaseMaterial3D.vertex_color_use_as_albedo
must be true
. For a ShaderMaterial
, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, color
will have no visible effect.
Texture2D
color_initial_ramp
Each particle's initial color will vary along this GradientTexture1D
(multiplied with color
).
Note: color_initial_ramp
multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D
, BaseMaterial3D.vertex_color_use_as_albedo
must be true
. For a ShaderMaterial
, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, color_initial_ramp
will have no visible effect.
Texture2D
color_ramp
Each particle's color will vary along this GradientTexture1D
over its lifetime (multiplied with color
).
Note: color_ramp
multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D
, BaseMaterial3D.vertex_color_use_as_albedo
must be true
. For a ShaderMaterial
, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, color_ramp
will have no visible effect.
Texture2D
damping_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Damping will vary along this CurveTexture
.
float
damping_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
The maximum rate at which particles lose velocity. For example value of 100
means that the particle will go from 100
velocity to 0
in 1
second.
float
damping_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of damping_max
.
Vector3
direction = Vector3(1, 0, 0)
Unit vector specifying the particles' emission direction.
Texture2D
directional_velocity_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
A curve that specifies the velocity along each of the axes of the particle system along its lifetime.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve
instead.
float
directional_velocity_max
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum directional velocity value, which is multiplied by directional_velocity_curve
.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve
instead.
float
directional_velocity_min
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum directional velocity value, which is multiplied by directional_velocity_curve
.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve
instead.
Vector3
emission_box_extents
The box's extents if emission_shape
is set to EMISSION_SHAPE_BOX
.
Note: emission_box_extents
starts from the center point and applies the X, Y, and Z values in both directions. The size is twice the area of the extents.
Texture2D
emission_color_texture
Particle color will be modulated by color determined by sampling this texture at the same point as the emission_point_texture
.
Note: emission_color_texture
multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D
, BaseMaterial3D.vertex_color_use_as_albedo
must be true
. For a ShaderMaterial
, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, emission_color_texture
will have no visible effect.
Texture2D
emission_curve
Each particle's color will be multiplied by this CurveTexture
over its lifetime.
Note: emission_curve
multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D
, BaseMaterial3D.vertex_color_use_as_albedo
must be true
. For a ShaderMaterial
, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, emission_curve
will have no visible effect.
Texture2D
emission_normal_texture
Particle velocity and rotation will be set by sampling this texture at the same point as the emission_point_texture
. Used only in 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.
int
emission_point_count
The number of emission points if emission_shape
is set to EMISSION_SHAPE_POINTS
or EMISSION_SHAPE_DIRECTED_POINTS
.
Texture2D
emission_point_texture
Particles will be emitted at positions determined by sampling this texture at a random position. Used with EMISSION_SHAPE_POINTS
and 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.
Vector3
emission_ring_axis
The axis of the ring when using the emitter EMISSION_SHAPE_RING
.
float
emission_ring_cone_angle
The angle of the cone when using the emitter EMISSION_SHAPE_RING
. The default angle of 90 degrees results in a ring, while an angle of 0 degrees results in a cone. Intermediate values will result in a ring where one end is larger than the other.
Note: Depending on emission_ring_height
, the angle may be clamped if the ring's end is reached to form a perfect cone.
float
emission_ring_height
The height of the ring when using the emitter EMISSION_SHAPE_RING
.
float
emission_ring_inner_radius
The inner radius of the ring when using the emitter EMISSION_SHAPE_RING
.
float
emission_ring_radius
The radius of the ring when using the emitter EMISSION_SHAPE_RING
.
EmissionShape emission_shape = 0
void
set_emission_shape ( value: EmissionShape )- EmissionShape get_emission_shape ( )
Particles will be emitted inside this region. Use EmissionShape constants for values.
Vector3
emission_shape_offset = Vector3(0, 0, 0)
The offset for the emission_shape
, in local space.
Vector3
emission_shape_scale = Vector3(1, 1, 1)
The scale of the emission_shape
, in local space.
float
emission_sphere_radius
The sphere's radius if emission_shape
is set to EMISSION_SHAPE_SPHERE
.
float
flatness = 0.0
Amount of spread
along the Y axis.
Vector3
gravity = Vector3(0, -9.8, 0)
Gravity applied to every particle.
Texture2D
hue_variation_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's hue will vary along this CurveTexture
.
float
hue_variation_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
float
hue_variation_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of hue_variation_max
.
float
inherit_velocity_ratio = 0.0
Percentage of the velocity of the respective GPUParticles2D
or GPUParticles3D
inherited by each particle when spawning.
float
initial_velocity_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum initial velocity magnitude for each particle. Direction comes from direction
and spread
.
float
initial_velocity_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of initial_velocity_max
.
float
lifetime_randomness = 0.0
Particle lifetime randomness ratio. The equation for the lifetime of a particle is lifetime * (1.0 - randf() * lifetime_randomness)
. For example, a lifetime_randomness
of 0.4
scales the lifetime between 0.6
to 1.0
of its original value.
Texture2D
linear_accel_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's linear acceleration will vary along this CurveTexture
.
float
linear_accel_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum linear acceleration applied to each particle in the direction of motion.
float
linear_accel_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of linear_accel_max
.
Texture2D
orbit_velocity_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's orbital velocity will vary along this CurveTexture
.
Note: For 3D orbital velocity, use a CurveXYZTexture
.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve
instead.
float
orbit_velocity_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve
instead.
float
orbit_velocity_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of orbit_velocity_max
.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve
instead.
bool
particle_flag_align_y = false
void
set_particle_flag ( particle_flag: ParticleFlags, enable:bool
)bool
get_particle_flag ( particle_flag: ParticleFlags ) const1
Align Y axis of particle with the direction of its velocity.
bool
particle_flag_damping_as_friction = false
void
set_particle_flag ( particle_flag: ParticleFlags, enable:bool
)bool
get_particle_flag ( particle_flag: ParticleFlags ) const1
Changes the behavior of the damping properties from a linear deceleration to a deceleration based on speed percentage.
bool
particle_flag_disable_z = false
void
set_particle_flag ( particle_flag: ParticleFlags, enable:bool
)bool
get_particle_flag ( particle_flag: ParticleFlags ) const1
If true
, particles will not move on the z axis.
bool
particle_flag_rotate_y = false
void
set_particle_flag ( particle_flag: ParticleFlags, enable:bool
)bool
get_particle_flag ( particle_flag: ParticleFlags ) const1
If true
, particles rotate around Y axis by angle_min
.
Texture2D
radial_accel_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's radial acceleration will vary along this CurveTexture
.
float
radial_accel_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
float
radial_accel_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of radial_accel_max
.
Texture2D
radial_velocity_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
A CurveTexture
that defines the velocity over the particle's lifetime away (or toward) the velocity_pivot
.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve
instead.
float
radial_velocity_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum radial velocity applied to each particle. Makes particles move away from the velocity_pivot
, or toward it if negative.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve
instead.
float
radial_velocity_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum radial velocity applied to each particle. Makes particles move away from the velocity_pivot
, or toward it if negative.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve
instead.
Texture2D
scale_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's scale will vary along this CurveTexture
over its lifetime. If a CurveXYZTexture
is supplied instead, the scale will be separated per-axis.
float
scale_max = 1.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum initial scale applied to each particle.
float
scale_min = 1.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of scale_max
.
Texture2D
scale_over_velocity_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Either a CurveTexture
or a CurveXYZTexture
that scales each particle based on its velocity.
float
scale_over_velocity_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum velocity value reference for scale_over_velocity_curve
.
scale_over_velocity_curve
will be interpolated between scale_over_velocity_min
and scale_over_velocity_max
.
float
scale_over_velocity_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum velocity value reference for scale_over_velocity_curve
.
scale_over_velocity_curve
will be interpolated between scale_over_velocity_min
and scale_over_velocity_max
.
float
spread = 45.0
Each particle's initial direction range from +spread
to -spread
degrees.
int
sub_emitter_amount_at_collision
The amount of particles to spawn from the subemitter node when a collision occurs. When combined with COLLISION_HIDE_ON_CONTACT
on the main particles material, this can be used to achieve effects such as raindrops hitting the ground.
Note: This value shouldn't exceed GPUParticles2D.amount
or GPUParticles3D.amount
defined on the subemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
int
sub_emitter_amount_at_end
The amount of particles to spawn from the subemitter node when the particle expires.
Note: This value shouldn't exceed GPUParticles2D.amount
or GPUParticles3D.amount
defined on the subemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
float
sub_emitter_frequency
The frequency at which particles should be emitted from the subemitter node. One particle will be spawned every sub_emitter_frequency
seconds.
Note: This value shouldn't exceed GPUParticles2D.amount
or GPUParticles3D.amount
defined on the subemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
bool
sub_emitter_keep_velocity = false
If true
, the subemitter inherits the parent particle's velocity when it spawns.
SubEmitterMode sub_emitter_mode = 0
void
set_sub_emitter_mode ( value: SubEmitterMode )- SubEmitterMode get_sub_emitter_mode ( )
The particle subemitter mode (see GPUParticles2D.sub_emitter
and GPUParticles3D.sub_emitter
).
Texture2D
tangential_accel_curve
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's tangential acceleration will vary along this CurveTexture
.
float
tangential_accel_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
float
tangential_accel_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum equivalent of tangential_accel_max
.
bool
turbulence_enabled = false
If true
, 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.
Note: 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.
float
turbulence_influence_max = 0.1
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum turbulence influence on each particle.
The actual amount of turbulence influence on each particle is calculated as a random value between turbulence_influence_min
and turbulence_influence_max
and multiplied by the amount of turbulence influence from turbulence_influence_over_life
.
float
turbulence_influence_min = 0.1
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum turbulence influence on each particle.
The actual amount of turbulence influence on each particle is calculated as a random value between turbulence_influence_min
and turbulence_influence_max
and multiplied by the amount of turbulence influence from turbulence_influence_over_life
.
Texture2D
turbulence_influence_over_life
void
set_param_texture ( param: Parameter, texture:Texture2D
)Texture2D
get_param_texture ( param: Parameter ) const1
Each particle's amount of turbulence will be influenced along this CurveTexture
over its life time.
float
turbulence_initial_displacement_max = 0.0
void
set_param_max ( param: Parameter, value:float
)float
get_param_max ( param: Parameter ) const1
Maximum displacement of each particle's spawn position by the turbulence.
The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between turbulence_initial_displacement_min
and turbulence_initial_displacement_max
.
float
turbulence_initial_displacement_min = 0.0
void
set_param_min ( param: Parameter, value:float
)float
get_param_min ( param: Parameter ) const1
Minimum displacement of each particle's spawn position by the turbulence.
The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between turbulence_initial_displacement_min
and turbulence_initial_displacement_max
.
float
turbulence_noise_scale = 9.0
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.
Vector3
turbulence_noise_speed = 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 Vector3(0, 0, 0)
turns off the scrolling.
float
turbulence_noise_speed_random = 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.
float
turbulence_noise_strength = 1.0
The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.
Texture2D
velocity_limit_curve
A CurveTexture
that defines the maximum velocity of a particle during its lifetime.
Vector3
velocity_pivot = Vector3(0, 0, 0)
A pivot point used to calculate radial and orbital velocity of particles.
方法说明
Vector2
get_param ( param: Parameter ) const1
Returns the minimum and maximum values of the given param
as a vector.
The x
component of the returned vector corresponds to minimum and the y
component corresponds to maximum.
float
get_param_max ( param: Parameter ) const1
Returns the maximum value range for the given parameter.
float
get_param_min ( param: Parameter ) const1
Returns the minimum value range for the given parameter.
Texture2D
get_param_texture ( param: Parameter ) const1
Returns the Texture2D
used by the specified parameter.
bool
get_particle_flag ( particle_flag: ParticleFlags ) const1
Returns true
if the specified particle flag is enabled. See ParticleFlags for options.
void
set_param ( param: Parameter, value: Vector2
)
Sets the minimum and maximum values of the given param
.
The x
component of the argument vector corresponds to minimum and the y
component corresponds to maximum.
void
set_param_max ( param: Parameter, value: float
)
Sets the maximum value range for the given parameter.
void
set_param_min ( param: Parameter, value: float
)
Sets the minimum value range for the given parameter.
void
set_param_texture ( param: Parameter, texture: Texture2D
)
Sets the Texture2D
for the specified Parameter.
void
set_particle_flag ( particle_flag: ParticleFlags, enable: bool
)
If true
, enables the specified particle flag. See ParticleFlags for options.
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。