Struct gdnative_bindings_lily::ParticlesMaterial[][src]

pub struct ParticlesMaterial { /* fields omitted */ }
Expand description

core class ParticlesMaterial inherits Material (reference counted).

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

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

ParticlesMaterial 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.

This is a reference-counted type. The returned object is automatically managed by Ref.

Each particle’s initial color. If the Particles2D’s texture is defined, it will be multiplied by this color. To have particle display color in a SpatialMaterial make sure to set [member SpatialMaterial.vertex_color_use_as_albedo] to true.

Each particle’s color will vary along this GradientTexture.

Unit vector specifying the particles’ emission direction.

The box’s extents if emission_shape is set to [constant EMISSION_SHAPE_BOX].

Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture].

Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant 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.

The number of emission points if emission_shape is set to [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].

Particles will be emitted at positions determined by sampling this texture at a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant 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.

Particles will be emitted inside this region. Use [enum EmissionShape] constants for values.

The sphere’s radius if emission_shape is set to [constant EMISSION_SHAPE_SPHERE].

If true, particles rotate around Y axis by [member angle].

Amount of [member spread] in Y/Z plane. A value of 1 restricts particles to X/Z plane.

Gravity applied to every particle.

Particle lifetime randomness ratio.

Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle’s velocity giving the particles a swirling motion.

Tangential acceleration randomness ratio.

Each particle’s tangential acceleration will vary along this CurveTexture.

Each particle’s initial direction range from +spread to -spread degrees. Applied to X/Z plane and Y/Z planes.

Trail particles’ color will vary along this GradientTexture.

Emitter will emit amount divided by trail_divisor particles. The remaining particles will be used as trail(s).

Trail particles’ size will vary along this CurveTexture.

Each particle’s initial color. If the Particles2D’s texture is defined, it will be multiplied by this color. To have particle display color in a SpatialMaterial make sure to set [member SpatialMaterial.vertex_color_use_as_albedo] to true.

Each particle’s color will vary along this GradientTexture.

Unit vector specifying the particles’ emission direction.

The box’s extents if emission_shape is set to [constant EMISSION_SHAPE_BOX].

Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture].

Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant 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.

The number of emission points if emission_shape is set to [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].

Particles will be emitted at positions determined by sampling this texture at a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant 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.

Particles will be emitted inside this region. Use [enum EmissionShape] constants for values.

The sphere’s radius if emission_shape is set to [constant EMISSION_SHAPE_SPHERE].

If true, particles rotate around Y axis by [member angle].

Amount of [member spread] in Y/Z plane. A value of 1 restricts particles to X/Z plane.

Gravity applied to every particle.

Particle lifetime randomness ratio.

Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle’s velocity giving the particles a swirling motion.

Tangential acceleration randomness ratio.

Each particle’s tangential acceleration will vary along this CurveTexture.

Each particle’s initial direction range from +spread to -spread degrees. Applied to X/Z plane and Y/Z planes.

Trail particles’ color will vary along this GradientTexture.

Emitter will emit amount divided by trail_divisor particles. The remaining particles will be used as trail(s).

Trail particles’ size will vary along this CurveTexture.

Methods from Deref<Target = Material>

Sets the Material to be used for the next pass. This renders the object again using a different material. Note: only applies to SpatialMaterials and ShaderMaterials with type “Spatial”.

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. Note: this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

Sets the Material to be used for the next pass. This renders the object again using a different material. Note: only applies to SpatialMaterials and ShaderMaterials with type “Spatial”.

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. Note: this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

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

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

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.