Enumerationmigueldeicaza.swiftgodot 0.45.0SwiftGodot
SubEmitterMode
ParticleProcessMaterial.swift:139enum SubEmitterMode
Cases
case disabled
case constant
case atEnd
case atCollision
case max
Represents the size of the
SubEmitterMode
enum.
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Types
Type members
Instance members
var alphaCurve: Texture2D?
The alpha value of each particle’s color will be multiplied by this
CurveTexture
over its lifetime.var angleCurve: Texture2D?
Each particle’s rotation will be animated along this
CurveTexture
.var angleMax: Double
Maximum initial rotation applied to each particle, in degrees.
var angleMin: Double
Minimum equivalent of
angleMax
.var angularVelocityCurve: Texture2D?
Each particle’s angular velocity (rotation speed) will vary along this
CurveTexture
over its lifetime.var angularVelocityMax: Double
Maximum initial angular velocity (rotation speed) applied to each particle in degrees per second.
var angularVelocityMin: Double
Minimum equivalent of
angularVelocityMax
.var animOffsetCurve: Texture2D?
Each particle’s animation offset will vary along this
CurveTexture
.var animOffsetMax: Double
Maximum animation offset that corresponds to frame index in the texture.
0
is the first frame,1
is the last one. SeeparticlesAnimation
.var animOffsetMin: Double
Minimum equivalent of
animOffsetMax
.var animSpeedCurve: Texture2D?
Each particle’s animation speed will vary along this
CurveTexture
.var animSpeedMax: Double
Maximum particle animation speed. Animation speed of
1
means that the particles will make full0
to1
offset cycle during lifetime,2
means2
cycles etc.var animSpeedMin: Double
Minimum equivalent of
animSpeedMax
.var attractorInteractionEnabled: Bool
If
true
, interaction with particle attractors is enabled. In 3D, attraction only occurs within the area defined by theGPUParticles3D
node’svisibilityAabb
.var collisionBounce: Double
The particles’ bounciness. Values range from
0
(no bounce) to1
(full bounciness). Only effective ifcollisionMode
is .collisionRigid.var collisionFriction: Double
The particles’ friction. Values range from
0
(frictionless) to1
(maximum friction). Only effective ifcollisionMode
is .collisionRigid.var collisionMode: ParticleProcessMaterial.CollisionMode
The particles’ collision mode.
var collisionUseScale: Bool
If
true
,collisionBaseSize
is multiplied by the particle’s effective scale (seescaleMin
,scaleMax
,scaleCurve
, andscaleOverVelocityCurve
).var color: Color
Each particle’s initial color. If the
GPUParticles2D
’stexture
is defined, it will be multiplied by this color.var colorInitialRamp: Texture2D?
Each particle’s initial color will vary along this
GradientTexture1D
(multiplied withcolor
).var colorRamp: Texture2D?
Each particle’s color will vary along this
GradientTexture1D
over its lifetime (multiplied withcolor
).var dampingCurve: Texture2D?
Damping will vary along this
CurveTexture
.var dampingMax: Double
The maximum rate at which particles lose velocity. For example value of
100
means that the particle will go from100
velocity to0
in1
second.var dampingMin: Double
Minimum equivalent of
dampingMax
.var direction: Vector3
Unit vector specifying the particles’ emission direction.
var directionalVelocityCurve: Texture2D?
A curve that specifies the velocity along each of the axes of the particle system along its lifetime.
var directionalVelocityMax: Double
Maximum directional velocity value, which is multiplied by
directionalVelocityCurve
.var directionalVelocityMin: Double
Minimum directional velocity value, which is multiplied by
directionalVelocityCurve
.var emissionBoxExtents: Vector3
The box’s extents if
emissionShape
is set to .box.var emissionColorTexture: Texture2D?
Particle color will be modulated by color determined by sampling this texture at the same point as the
emissionPointTexture
.var emissionCurve: Texture2D?
Each particle’s color will be multiplied by this
CurveTexture
over its lifetime.var emissionNormalTexture: Texture2D?
Particle velocity and rotation will be set by sampling this texture at the same point as the
emissionPointTexture
. Used only in .directedPoints. Can be created automatically from mesh or node by selecting “Create Emission Points from Mesh/Node” under the “Particles” tool in the toolbar.var emissionPointCount: Int32
The number of emission points if
emissionShape
is set to .points or .directedPoints.var emissionPointTexture: Texture2D?
Particles will be emitted at positions determined by sampling this texture at a random position. Used with .points and .directedPoints. Can be created automatically from mesh or node by selecting “Create Emission Points from Mesh/Node” under the “Particles” tool in the toolbar.
var emissionRingAxis: Vector3
The axis of the ring when using the emitter .ring.
var emissionRingHeight: Double
The height of the ring when using the emitter .ring.
var emissionRingInnerRadius: Double
The inner radius of the ring when using the emitter .ring.
var emissionRingRadius: Double
The radius of the ring when using the emitter .ring.
var emissionShape: ParticleProcessMaterial.EmissionShape
Particles will be emitted inside this region. Use
EmissionShape
constants for values.var emissionShapeOffset: Vector3
The offset for the
emissionShape
, in local space.var emissionShapeScale: Vector3
The scale of the
emissionShape
, in local space.var emissionSphereRadius: Double
The sphere’s radius if
emissionShape
is set to .sphere.var flatness: Double
Amount of
spread
along the Y axis.var gravity: Vector3
Gravity applied to every particle.
var hueVariationCurve: Texture2D?
Each particle’s hue will vary along this
CurveTexture
.var hueVariationMax: Double
Maximum initial hue variation applied to each particle. It will shift the particle color’s hue.
var hueVariationMin: Double
Minimum equivalent of
hueVariationMax
.var inheritVelocityRatio: Double
Percentage of the velocity of the respective
GPUParticles2D
orGPUParticles3D
inherited by each particle when spawning.var initialVelocityMax: Double
Maximum initial velocity magnitude for each particle. Direction comes from
direction
andspread
.var initialVelocityMin: Double
Minimum equivalent of
initialVelocityMax
.var lifetimeRandomness: Double
Particle lifetime randomness ratio. The equation for the lifetime of a particle is
lifetime * (1.0 - randf() * lifetime_randomness)
. For example, alifetimeRandomness
of0.4
scales the lifetime between0.6
to1.0
of its original value.var linearAccelCurve: Texture2D?
Each particle’s linear acceleration will vary along this
CurveTexture
.var linearAccelMax: Double
Maximum linear acceleration applied to each particle in the direction of motion.
var linearAccelMin: Double
Minimum equivalent of
linearAccelMax
.var orbitVelocityCurve: Texture2D?
Each particle’s orbital velocity will vary along this
CurveTexture
.var orbitVelocityMax: Double
Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
var orbitVelocityMin: Double
Minimum equivalent of
orbitVelocityMax
.var particleFlagAlignY: Bool
Align Y axis of particle with the direction of its velocity.
var particleFlagDampingAsFriction: Bool
Changes the behavior of the damping properties from a linear deceleration to a deceleration based on speed percentage.
var particleFlagDisableZ: Bool
If
true
, particles will not move on the z axis.var particleFlagRotateY: Bool
If
true
, particles rotate around Y axis byangleMin
.var radialAccelCurve: Texture2D?
Each particle’s radial acceleration will vary along this
CurveTexture
.var radialAccelMax: Double
Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
var radialAccelMin: Double
Minimum equivalent of
radialAccelMax
.var radialVelocityCurve: Texture2D?
A
CurveTexture
that defines the velocity over the particle’s lifetime away (or toward) thevelocityPivot
.var radialVelocityMax: Double
Maximum radial velocity applied to each particle. Makes particles move away from the
velocityPivot
, or toward it if negative.var radialVelocityMin: Double
Minimum radial velocity applied to each particle. Makes particles move away from the
velocityPivot
, or toward it if negative.var scaleCurve: Texture2D?
Each particle’s scale will vary along this
CurveTexture
. If aCurveXYZTexture
is supplied instead, the scale will be separated per-axis.var scaleMax: Double
Maximum initial scale applied to each particle.
var scaleMin: Double
Minimum equivalent of
scaleMax
.var scaleOverVelocityCurve: Texture2D?
Either a
CurveTexture
or aCurveXYZTexture
that scales each particle based on its velocity.var scaleOverVelocityMax: Double
Maximum velocity value reference for
scaleOverVelocityCurve
.var scaleOverVelocityMin: Double
Minimum velocity value reference for
scaleOverVelocityCurve
.var spread: Double
Each particle’s initial direction range from
+spread
to-spread
degrees.var subEmitterAmountAtCollision: Int32
The amount of particles to spawn from the subemitter node when a collision occurs. When combined with .collisionHideOnContact on the main particles material, this can be used to achieve effects such as raindrops hitting the ground.
var subEmitterAmountAtEnd: Int32
The amount of particles to spawn from the subemitter node when the particle expires.
var subEmitterFrequency: Double
The frequency at which particles should be emitted from the subemitter node. One particle will be spawned every
subEmitterFrequency
seconds.var subEmitterKeepVelocity: Bool
If
true
, the subemitter inherits the parent particle’s velocity when it spawns.var subEmitterMode: ParticleProcessMaterial.SubEmitterMode
The particle subemitter mode (see
subEmitter
andsubEmitter
).var tangentialAccelCurve: Texture2D?
Each particle’s tangential acceleration will vary along this
CurveTexture
.var tangentialAccelMax: Double
Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle’s velocity giving the particles a swirling motion.
var tangentialAccelMin: Double
Minimum equivalent of
tangentialAccelMax
.var turbulenceEnabled: Bool
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
withNoiseTexture3D
can be used as an alternative to turbulence that works in world space and with multiple particle systems reacting in the same way.var turbulenceInfluenceMax: Double
Maximum turbulence influence on each particle.
var turbulenceInfluenceMin: Double
Minimum turbulence influence on each particle.
var turbulenceInfluenceOverLife: Texture2D?
Each particle’s amount of turbulence will be influenced along this
CurveTexture
over its life time.var turbulenceInitialDisplacementMax: Double
Maximum displacement of each particle’s spawn position by the turbulence.
var turbulenceInitialDisplacementMin: Double
Minimum displacement of each particle’s spawn position by the turbulence.
var turbulenceNoiseScale: Double
This value controls the overall scale/frequency of the turbulence noise pattern.
var turbulenceNoiseSpeed: Vector3
A scrolling velocity for the turbulence field. This sets a directional trend for the pattern to move in over time.
var turbulenceNoiseSpeedRandom: Double
The in-place rate of change of the turbulence field. This defines how quickly the noise pattern varies over time.
var turbulenceNoiseStrength: Double
The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.
var velocityLimitCurve: Texture2D?
A
CurveTexture
that defines the maximum velocity of a particle during its lifetime.var velocityPivot: Vector3
A pivot point used to calculate radial and orbital velocity of particles.
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Conformances
protocol CaseIterable
A type that provides a collection of all of its values.
protocol CustomDebugStringConvertible
A type with a customized textual representation suitable for debugging purposes.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol RawRepresentable<RawValue>
A type that can be converted to and from an associated raw value.
Type members
Instance members
var debugDescription: String
A textual representation of this instance, suitable for debugging
Type features
static func != (lhs: Self, rhs: Self
) -> Bool Returns a Boolean value indicating whether two values are not equal.