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ParticleProcessMaterial¶
Inherits: Material < Resource < RefCounted < Object
Particle properties for GPUParticles3D and GPUParticles2D nodes.
Description¶
ParticleProcessMaterial defines particle properties and behavior. It is used in the process_material
of GPUParticles3D and GPUParticles2D emitter nodes.
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.
Particle animation is available only in GPUParticles2D. To use it, attach a CanvasItemMaterial, with CanvasItemMaterial.particles_animation enabled, to the particles node.
Properties¶
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Methods¶
get_param_max ( Parameter param ) const |
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get_param_min ( Parameter param ) const |
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get_param_texture ( Parameter param ) const |
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get_particle_flag ( ParticleFlags particle_flag ) const |
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void |
set_param_max ( Parameter param, float value ) |
void |
set_param_min ( Parameter param, float value ) |
void |
set_param_texture ( Parameter param, Texture2D texture ) |
void |
set_particle_flag ( ParticleFlags particle_flag, bool enable ) |
Enumerations¶
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_MAX = 15
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_MAX = 3
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
SubEmitterMode SUB_EMITTER_CONSTANT = 1
SubEmitterMode SUB_EMITTER_AT_END = 2
SubEmitterMode SUB_EMITTER_AT_COLLISION = 3
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.
Property Descriptions¶
Texture2D angle_curve
Each particle's rotation will be animated along this CurveTexture.
float angle_max = 0.0
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
Minimum equivalent of angle_max.
Texture2D angular_velocity_curve
Each particle's angular velocity (rotation speed) will vary along this CurveTexture over its lifetime.
float angular_velocity_max = 0.0
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
Minimum equivalent of angular_velocity_max.
Texture2D anim_offset_curve
Each particle's animation offset will vary along this CurveTexture.
float anim_offset_max = 0.0
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
Minimum equivalent of anim_offset_max.
Texture2D anim_speed_curve
Each particle's animation speed will vary along this CurveTexture.
float anim_speed_max = 0.0
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
Minimum equivalent of anim_speed_max.
bool attractor_interaction_enabled = true
True if the interaction with particle attractors is enabled.
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 ( CollisionMode value )
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.
Note: 2D Particles can only collide with LightOccluder2D nodes, not PhysicsBody2D nodes.
bool collision_use_scale = false
Should collision take scale into account.
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