Struct gdnative_bindings_lily::particles::Particles [−][src]
pub struct Particles { /* fields omitted */ }
Expand description
core class Particles
inherits GeometryInstance
(unsafe).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
Particles
is a reference-only type. Persistent references can
only exist in the unsafe Ref<Particles>
form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ref::free
, or Ref::queue_free
if it is a Node
.
Class hierarchy
Particles inherits methods from:
Safety
All types in the Godot API have “interior mutability” in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
Constants
Creates a new instance of this object.
Because this type is not reference counted, the lifetime of the returned object is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Ref::free
, or preferably
Ref::queue_free
if it is a Node
.
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
Particle draw order. Uses [enum DrawOrder] values.
Mesh that is drawn for the fourth draw pass.
The number of draw passes when rendering particles.
Time ratio between each emission. If 0
, particles are emitted continuously. If 1
, all particles are emitted simultaneously.
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.
If true
, results in fractional delta calculation which has a smoother particles display effect.
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
Emission randomness ratio.
Speed scaling ratio. A value of 0
can be used to pause the particles.
If true
, particles use the parent node’s coordinate space. If false
, they use global coordinates.
The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active. Note: 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.
If true
, particles are being emitted.
Number of particles to emit.
Particle draw order. Uses [enum DrawOrder] values.
Mesh that is drawn for the fourth draw pass.
The number of draw passes when rendering particles.
If true
, particles are being emitted.
Time ratio between each emission. If 0
, particles are emitted continuously. If 1
, all particles are emitted simultaneously.
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.
If true
, results in fractional delta calculation which has a smoother particles display effect.
Amount of time each particle will exist.
If true
, only amount
particles will be emitted.
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
Emission randomness ratio.
Speed scaling ratio. A value of 0
can be used to pause the particles.
If true
, particles use the parent node’s coordinate space. If false
, they use global coordinates.
The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active. Note: 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.
Methods from Deref<Target = GeometryInstance>
The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
The extra distance added to the GeometryInstance’s bounding box ([AABB]) to increase its cull box.
If true
, this GeometryInstance will be used when baking lights using a GIProbe or BakedLightmap.
The GeometryInstance’s max LOD distance. Note: This property currently has no effect.
The GeometryInstance’s max LOD margin. Note: This property currently has no effect.
The GeometryInstance’s min LOD distance. Note: This property currently has no effect.
The GeometryInstance’s min LOD margin. Note: This property currently has no effect.
The material override for the whole geometry. If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
Overrides the bounding box of this node with a custom one. To remove it, set an [AABB] with all fields set to zero.
The extra distance added to the GeometryInstance’s bounding box ([AABB]) to increase its cull box.
If true
, this GeometryInstance will be used when baking lights using a GIProbe or BakedLightmap.
The GeometryInstance’s max LOD distance. Note: This property currently has no effect.
The GeometryInstance’s max LOD margin. Note: This property currently has no effect.
The GeometryInstance’s min LOD distance. Note: This property currently has no effect.
The GeometryInstance’s min LOD margin. Note: This property currently has no effect.
The material override for the whole geometry. If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
Trait Implementations
type Target = GeometryInstance
type Target = GeometryInstance
The resulting type after dereferencing.
Dereferences the value.
Mutably dereferences the value.
type RefKind = ManuallyManaged
type RefKind = ManuallyManaged
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for Particles
impl UnwindSafe for Particles