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Pixelpart 1.8.4
Godot Plugin
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Force field that generates random turbulent motion. More...
Public Member Functions | |
| Ref< PixelpartStaticPropertyInt > | get_noise_octaves () const |
| How many layers of noise are blended together to produce the final velocity vector. | |
| Ref< PixelpartAnimatedPropertyFloat > | get_noise_frequency () const |
| Base frequency of the noise generation. | |
| Ref< PixelpartAnimatedPropertyFloat > | get_noise_persistence () const |
| How much the amplitude changes after each noise octave. | |
| Ref< PixelpartAnimatedPropertyFloat > | get_noise_lacunarity () const |
| How much the frequency changes after each noise octave. | |
| void | set_noise_animated (bool animated) |
| Set whether the noise field is animated. | |
| bool | is_noise_animated () const |
| Whether the noise field is animated. | |
| Ref< PixelpartStaticPropertyFloat > | get_noise_animation_time_scale () const |
| How fast the noise field changes. | |
| Ref< PixelpartStaticPropertyFloat > | get_noise_animation_time_base () const |
| Time offset of the noise animation. | |
Public Member Functions inherited from godot::PixelpartForceField | |
| void | set_infinite (bool mode) |
| Set whether the force field has an infinite area of effect. | |
| bool | is_infinite () const |
| Whether the force field has an infinite area of effect. | |
| Ref< PixelpartAnimatedPropertyFloat > | get_strength () const |
| How strongly particles are affected by the force field. | |
Public Member Functions inherited from godot::PixelpartNode | |
| int | get_id () const |
| ID of the node. | |
| int | get_parent_id () const |
| ID of the node's parent. | |
| String | get_name () const |
| Name of the node. | |
| void | set_lifetime_start (float time) |
| Set time until the node becomes active. | |
| void | set_lifetime_duration (float time) |
| Set how long the node stays active in seconds. | |
| void | set_repeat (bool value) |
| Set whether the node repeats its behavior after its lifetime is over. | |
| float | get_lifetime_start () const |
| Time in seconds until the node becomes active. | |
| float | get_lifetime_duration () const |
| How long the node is active in seconds. | |
| bool | get_repeat () const |
| Wether the node repeats its behavior after its lifetime is over. | |
| bool | is_active () const |
| Return whether the node is active at the current point in time. | |
| float | get_local_time () const |
| Return the time fraction the emitter has been active for, in range 0.0 (0%) to 1.0 (100%). | |
| Ref< PixelpartAnimatedPropertyFloat3 > | get_position () const |
| Position of the node. | |
| Ref< PixelpartAnimatedPropertyFloat3 > | get_rotation () const |
| Rotation of the node in degrees. | |
| Ref< PixelpartAnimatedPropertyFloat3 > | get_scale () const |
| Size of the node. | |
Public Attributes | |
| bool | noise_animated |
| Whether the noise field is animated. | |
Public Attributes inherited from godot::PixelpartForceField | |
| bool | infinite |
| Whether the force field has an infinite area of effect. | |
Public Attributes inherited from godot::PixelpartNode | |
| float | lifetime_start |
| Time in seconds until the node becomes active. | |
| float | lifetime_duration |
| How long the node stays active in seconds. | |
| bool | repeat |
| Wether the node repeats its behavior after its lifetime is over. | |
Force field that generates random turbulent motion.
Noise fields are perfect for creating organic and unpredictable patterns.
| Ref< PixelpartStaticPropertyFloat > godot::PixelpartNoiseField::get_noise_animation_time_base | ( | ) | const |
Time offset of the noise animation.
| Ref< PixelpartStaticPropertyFloat > godot::PixelpartNoiseField::get_noise_animation_time_scale | ( | ) | const |
How fast the noise field changes.
| Ref< PixelpartAnimatedPropertyFloat > godot::PixelpartNoiseField::get_noise_frequency | ( | ) | const |
Base frequency of the noise generation.
Higher values produce more turbulent noise fields.
| Ref< PixelpartAnimatedPropertyFloat > godot::PixelpartNoiseField::get_noise_lacunarity | ( | ) | const |
How much the frequency changes after each noise octave.
| Ref< PixelpartStaticPropertyInt > godot::PixelpartNoiseField::get_noise_octaves | ( | ) | const |
How many layers of noise are blended together to produce the final velocity vector.
| Ref< PixelpartAnimatedPropertyFloat > godot::PixelpartNoiseField::get_noise_persistence | ( | ) | const |
How much the amplitude changes after each noise octave.
| bool godot::PixelpartNoiseField::is_noise_animated | ( | ) | const |
Whether the noise field is animated.
| void godot::PixelpartNoiseField::set_noise_animated | ( | bool | animated | ) |
Set whether the noise field is animated.
| animated | Whether the noise field is animated |