acron.particles2d¶
2D particle simulation: pooled textured cards stepped on the CPU.
Simulates plain EmitterSpec data – emission shape,
direction/spread, velocity range, gravity, angle and scale ranges with their
Curve s, the colour Gradient and the hue variation – as
one pooled card per particle (ParticleSystem2D). The specs are
data; the Godot emitter-node reader that produces them lives in
acron.gdformat.particles2d.
The simulation follows Godot’s CPUParticles2D::_particles_process for the
properties real emitters set, including its exact sphere-emission sampling
and its hue rotation (applied to the particle’s COLOUR, not the texture – so
a colour scale reproduces it). Deliberately NOT modelled, because no shipped
emitter uses it: explosiveness / randomness / lifetime_randomness
(all particles of a burst are emitted at once), radial/tangential/linear
acceleration, damping, orbit_velocity, attractors, and sub-emitters.
A spec that sets any of them still reads correctly – it just simulates as if
the value were 0.
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Godot |
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One emitter node's parameters, as plain numbers. |
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Godot |
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Pooled CPU particles under one NodePath, in Godot pixel coordinates. |