/** * 3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate. * * Use the `process_material` property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. * * **Note:** [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the **Particles** menu at the top of the 3D editor viewport then choosing **Convert to CPUParticles**. * * **Note:** After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the **Particles** menu at the top of the 3D editor viewport then choose **Generate Visibility AABB**. Otherwise, particles may suddenly disappear depending on the camera position and angle. * */ declare class Particles extends GeometryInstance { /** * 3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate. * * Use the `process_material` property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. * * **Note:** [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the **Particles** menu at the top of the 3D editor viewport then choosing **Convert to CPUParticles**. * * **Note:** After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the **Particles** menu at the top of the 3D editor viewport then choose **Generate Visibility AABB**. Otherwise, particles may suddenly disappear depending on the camera position and angle. * */ new(): Particles; static "new"(): Particles /** * The number of particles emitted in one emission cycle (corresponding to the [member lifetime]). * * **Note:** Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount]. * */ amount: int; /** Particle draw order. Uses [enum DrawOrder] values. */ draw_order: int; /** [Mesh] that is drawn for the first draw pass. */ draw_pass_1: Mesh; /** [Mesh] that is drawn for the second draw pass. */ draw_pass_2: Mesh; /** [Mesh] that is drawn for the third draw pass. */ draw_pass_3: Mesh; /** [Mesh] that is drawn for the fourth draw pass. */ draw_pass_4: Mesh; /** The number of draw passes when rendering particles. */ draw_passes: int; /** If [code]true[/code], particles are being emitted. */ emitting: boolean; /** Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously. */ explosiveness: float; /** 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. */ fixed_fps: int; /** If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. */ fract_delta: boolean; /** The amount of time each particle will exist (in seconds). */ lifetime: float; /** If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. */ local_coords: boolean; /** If [code]true[/code], only [code]amount[/code] particles will be emitted. */ one_shot: boolean; /** Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting. */ preprocess: float; /** [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial]. */ process_material: Material; /** Emission randomness ratio. */ randomness: float; /** Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles. */ speed_scale: float; /** * The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active. * * Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the **Particles → Generate AABB** editor tool. * * **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. * */ visibility_aabb: AABB; /** Returns the axis-aligned bounding box that contains all the particles that are active in the current frame. */ capture_aabb(): AABB; /** Returns the [Mesh] that is drawn at index [code]pass[/code]. */ get_draw_pass_mesh(pass: int): Mesh; /** Restarts the particle emission, clearing existing particles. */ restart(): void; /** Sets the [Mesh] that is drawn at index [code]pass[/code]. */ set_draw_pass_mesh(pass: int, mesh: Mesh): void; connect>(signal: T, method: SignalFunction): number; /** * Particles are drawn in the order emitted. * */ static DRAW_ORDER_INDEX: any; /** * Particles are drawn in order of remaining lifetime. * */ static DRAW_ORDER_LIFETIME: any; /** * Particles are drawn in order of depth. * */ static DRAW_ORDER_VIEW_DEPTH: any; /** * Maximum number of draw passes supported. * */ static MAX_DRAW_PASSES: any; }