Struct gdnative_bindings_lily::particles_2d::Particles2D [−][src]
pub struct Particles2D { /* fields omitted */ }
Expand description
core class Particles2D
inherits Node2D
(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.
Particles2D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<Particles2D>
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
Particles2D 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 a rectangle containing the positions of all existing particles.
Particle draw order. Uses [enum DrawOrder] values.
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.
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.
Normal map to be used for the [member texture] property. Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
If true
, only one emission cycle occurs. If set true
during a cycle, emission will stop at the cycle’s end.
Particle system starts as if it had already run for this many seconds.
Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
Emission lifetime randomness ratio.
Particle system’s running speed scaling ratio. A value of 0
can be used to pause the particles.
Particle texture. If null
, particles will be squares.
If true
, particles use the parent node’s coordinate space. If false
, they use global coordinates.
Editor visibility helper.
If true
, particles are being emitted.
Number of particles emitted in one emission cycle.
Particle draw order. Uses [enum DrawOrder] values.
If true
, particles are being emitted.
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.
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.
Normal map to be used for the [member texture] property. Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
If true
, only one emission cycle occurs. If set true
during a cycle, emission will stop at the cycle’s end.
Particle system starts as if it had already run for this many seconds.
Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
Emission lifetime randomness ratio.
Particle system’s running speed scaling ratio. A value of 0
can be used to pause the particles.
Particle texture. If null
, particles will be squares.
If true
, particles use the parent node’s coordinate space. If false
, they use global coordinates.
Editor visibility helper.
Methods from Deref<Target = Node2D>
Multiplies the current scale by the ratio
vector.
Returns the angle between the node and the point
in radians.
Global position.
Global rotation in radians.
Global rotation in degrees.
Global scale.
Returns the Transform2D relative to this node’s parent.
Rotation in degrees, relative to the node’s parent.
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
Adds the offset
vector to the node’s global position.
If true
, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.
Rotates the node so it points towards the point
, which is expected to use global coordinates.
Applies a local translation on the node’s X axis based on the [method Node._process]’s delta
. If scaled
is false
, normalizes the movement.
Default Arguments
scaled
-false
Applies a local translation on the node’s Y axis based on the [method Node._process]’s delta
. If scaled
is false
, normalizes the movement.
Default Arguments
scaled
-false
Applies a rotation to the node, in radians, starting from its current rotation.
Global position.
Global rotation in radians.
Global rotation in degrees.
Global scale.
Global Transform2D.
Position, relative to the node’s parent.
Rotation in radians, relative to the node’s parent.
Rotation in degrees, relative to the node’s parent.
Local Transform2D.
If true
, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the Node2D it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node’s own position will give an incorrect result, as it will incorporate the node’s own transformation into its global position.
Transforms the provided global position into a position in local coordinate space. The output will be local relative to the Node2D it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
Trait Implementations
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 Particles2D
impl !Send for Particles2D
impl !Sync for Particles2D
impl Unpin for Particles2D
impl UnwindSafe for Particles2D