<?xml version="1.0" encoding="UTF-8" ?>
<class name="Particles2D" inherits="Node2D" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		GPU-based 2D particle emitter.
	</brief_description>
	<description>
		2D particle node used to create a variety of particle systems and effects. [Particles2D] features an emitter that generates some number of particles at a given rate.
		Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
		[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [Particles2D] to [CPUParticles2D] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b].
		[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than [CPUParticles2D] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles2D] instead when targeting macOS.
		[b]Note:[/b] After working on a Particles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
		[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s.
	</description>
	<tutorials>
		<link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
		<link title="2D Particles Demo">https://godotengine.org/asset-library/asset/118</link>
		<link title="2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)">https://godotengine.org/asset-library/asset/515</link>
	</tutorials>
	<methods>
		<method name="capture_rect" qualifiers="const">
			<return type="Rect2" />
			<description>
				Returns a rectangle containing the positions of all existing particles.
				[b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
			</description>
		</method>
		<method name="restart">
			<return type="void" />
			<description>
				Restarts all the existing particles.
			</description>
		</method>
	</methods>
	<members>
		<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
			The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
			[b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
		</member>
		<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles2D.DrawOrder" default="0">
			Particle draw order. Uses [enum DrawOrder] values.
		</member>
		<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
			If [code]true[/code], particles are being emitted.
		</member>
		<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
			How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
		</member>
		<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
			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.
		</member>
		<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
			If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
		</member>
		<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
			The amount of time each particle will exist (in seconds).
		</member>
		<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
			If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
		</member>
		<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
			Normal map to be used for the [member texture] property.
			[b]Note:[/b] 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.
		</member>
		<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
			If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
		</member>
		<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
			Particle system starts as if it had already run for this many seconds.
		</member>
		<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
			[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
		</member>
		<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
			Emission lifetime randomness ratio.
		</member>
		<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
			Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
		</member>
		<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
			Particle texture. If [code]null[/code], particles will be squares.
		</member>
		<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2( -100, -100, 200, 200 )">
			The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
			Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
		</member>
	</members>
	<signals>
		<signal name="finished">
			<description>
				Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
				[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
			Particles are drawn in the order emitted.
		</constant>
		<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
			Particles are drawn in order of remaining lifetime.
		</constant>
	</constants>
</class>
