CPUParticles

Inherits: GeometryInstance < VisualInstance < CullInstance < Spatial < Node < Object

CPU-based 3D particle emitter.

Description

CPU-based 3D particle node used to create a variety of particle systems and effects.

See also Particles, which provides the same functionality with hardware acceleration, but may not run on older devices.

Note: Unlike Particles, the visibility rect is generated on-the-fly and doesn't need to be configured by the user.

Properties

int

amount

8

float

angle

0.0

Curve

angle_curve

float

angle_random

0.0

float

angular_velocity

0.0

Curve

angular_velocity_curve

float

angular_velocity_random

0.0

float

anim_offset

0.0

Curve

anim_offset_curve

float

anim_offset_random

0.0

float

anim_speed

0.0

Curve

anim_speed_curve

float

anim_speed_random

0.0

Color

color

Color( 1, 1, 1, 1 )

Gradient

color_initial_ramp

Gradient

color_ramp

float

damping

0.0

Curve

damping_curve

float

damping_random

0.0

Vector3

direction

Vector3( 1, 0, 0 )

DrawOrder

draw_order

0

Vector3

emission_box_extents

PoolColorArray

emission_colors

PoolVector3Array

emission_normals

PoolVector3Array

emission_points

Vector3

emission_ring_axis

float

emission_ring_height

float

emission_ring_inner_radius

float

emission_ring_radius

EmissionShape

emission_shape

0

float

emission_sphere_radius

bool

emitting

true

float

explosiveness

0.0

int

fixed_fps

0

bool

flag_align_y

false

bool

flag_disable_z

false

bool

flag_rotate_y

false

float

flatness

0.0

bool

fract_delta

true

Vector3

gravity

Vector3( 0, -9.8, 0 )

float

hue_variation

0.0

Curve

hue_variation_curve

float

hue_variation_random

0.0

float

initial_velocity

0.0

float

initial_velocity_random

0.0

float

lifetime

1.0

float

lifetime_randomness

0.0

float

linear_accel

0.0

Curve

linear_accel_curve

float

linear_accel_random

0.0

bool

local_coords

true

Mesh

mesh

bool

one_shot

false

float

orbit_velocity

Curve

orbit_velocity_curve

float

orbit_velocity_random

float

preprocess

0.0

float

radial_accel

0.0

Curve

radial_accel_curve

float

radial_accel_random

0.0

float

randomness

0.0

float

scale_amount

1.0

Curve

scale_amount_curve

float

scale_amount_random

0.0

float

speed_scale

1.0

float

spread

45.0

float

tangential_accel

0.0

Curve

tangential_accel_curve

float

tangential_accel_random

0.0

Methods

void

convert_from_particles ( Node particles )

float

get_param ( Parameter param ) const

Curve

get_param_curve ( Parameter param ) const

float

get_param_randomness ( Parameter param ) const

bool

get_particle_flag ( Flags flag ) const

void

restart ( )

void

set_param ( Parameter param, float value )

void

set_param_curve ( Parameter param, Curve curve )

void

set_param_randomness ( Parameter param, float randomness )

void

set_particle_flag ( Flags flag, bool enable )


Enumerations

enum DrawOrder:

DrawOrder DRAW_ORDER_INDEX = 0

Particles are drawn in the order emitted.

DrawOrder DRAW_ORDER_LIFETIME = 1

Particles are drawn in order of remaining lifetime.

DrawOrder DRAW_ORDER_VIEW_DEPTH = 2

Particles are drawn in order of depth.


enum Parameter:

Parameter PARAM_INITIAL_LINEAR_VELOCITY = 0

Use with set_param, set_param_randomness, and set_param_curve to set initial velocity properties.

Parameter PARAM_ANGULAR_VELOCITY = 1

Use with set_param, set_param_randomness, and set_param_curve to set angular velocity properties.

Parameter PARAM_ORBIT_VELOCITY = 2

Use with set_param, set_param_randomness, and set_param_curve to set orbital velocity properties.

Parameter PARAM_LINEAR_ACCEL = 3

Use with set_param, set_param_randomness, and set_param_curve to set linear acceleration properties.

Parameter PARAM_RADIAL_ACCEL = 4

Use with set_param, set_param_randomness, and set_param_curve to set radial acceleration properties.

Parameter PARAM_TANGENTIAL_ACCEL = 5

Use with set_param, set_param_randomness, and set_param_curve to set tangential acceleration properties.

Parameter PARAM_DAMPING = 6

Use with set_param, set_param_randomness, and set_param_curve to set damping properties.

Parameter PARAM_ANGLE = 7

Use with set_param, set_param_randomness, and set_param_curve to set angle properties.

Parameter PARAM_SCALE = 8

Use with set_param, set_param_randomness, and set_param_curve to set scale properties.

Parameter PARAM_HUE_VARIATION = 9

Use with set_param, set_param_randomness, and set_param_curve to set hue variation properties.

Parameter PARAM_ANIM_SPEED = 10

Use with set_param, set_param_randomness, and set_param_curve to set animation speed properties.

Parameter PARAM_ANIM_OFFSET = 11

Use with set_param, set_param_randomness, and set_param_curve to set animation offset properties.

Parameter PARAM_MAX = 12

Represents the size of the Parameter enum.


enum Flags:

Flags FLAG_ALIGN_Y_TO_VELOCITY = 0

Use with set_particle_flag to set flag_align_y.

Flags FLAG_ROTATE_Y = 1

Use with set_particle_flag to set flag_rotate_y.

Flags FLAG_DISABLE_Z = 2

Use with set_particle_flag to set flag_disable_z.

Flags FLAG_MAX = 3

Represents the size of the Flags enum.


enum EmissionShape:

EmissionShape EMISSION_SHAPE_POINT = 0

All particles will be emitted from a single point.

EmissionShape EMISSION_SHAPE_SPHERE = 1

Particles will be emitted in the volume of a sphere.

EmissionShape EMISSION_SHAPE_BOX = 2

Particles will be emitted in the volume of a box.

EmissionShape EMISSION_SHAPE_POINTS = 3

Particles will be emitted at a position chosen randomly among emission_points. Particle color will be modulated by emission_colors.

EmissionShape EMISSION_SHAPE_DIRECTED_POINTS = 4

Particles will be emitted at a position chosen randomly among emission_points. Particle velocity and rotation will be set based on emission_normals. Particle color will be modulated by emission_colors.

EmissionShape EMISSION_SHAPE_RING = 5

Particles will be emitted in a ring or cylinder.

EmissionShape EMISSION_SHAPE_MAX = 6

Represents the size of the EmissionShape enum.


Property Descriptions

int amount = 8

  • void set_amount ( int value )

  • int get_amount ( )

The number of particles emitted in one emission cycle (corresponding to the lifetime).

Note: Changing amount will reset the particle emission, therefore removing all particles that were already emitted before changing amount.


float angle = 0.0

Initial rotation applied to each particle, in degrees.


Curve angle_curve

Each particle's rotation will be animated along this Curve.


float angle_random = 0.0

Rotation randomness ratio.


float angular_velocity = 0.0

Initial angular velocity applied to each particle in degrees per second. Sets the speed of rotation of the particle.


Curve angular_velocity_curve

Each particle's angular velocity will vary along this Curve.


float angular_velocity_random = 0.0

Angular velocity randomness ratio.


float anim_offset = 0.0

Particle animation offset.


Curve anim_offset_curve

Each particle's animation offset will vary along this Curve.


float anim_offset_random = 0.0

Animation offset randomness ratio.


float anim_speed = 0.0

Particle animation speed.


Curve anim_speed_curve

Each particle's animation speed will vary along this Curve.


float anim_speed_random = 0.0

Animation speed randomness ratio.


Color color = Color( 1, 1, 1, 1 )

  • void set_color ( Color value )

  • Color get_color ( )

Each particle's initial color.

Note: color multiplies the particle mesh's vertex colors. To have a visible effect on a Material3D, Material3D.vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function. Otherwise, color will have no visible effect.


Gradient color_initial_ramp

  • void set_color_initial_ramp ( Gradient value )

  • Gradient get_color_initial_ramp ( )

Each particle's initial color will vary along this GradientTexture (multiplied with color).

Note: color_initial_ramp multiplies the particle mesh's vertex colors. To have a visible effect on a Material3D, Material3D.vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function. Otherwise, color_initial_ramp will have no visible effect.


Gradient color_ramp

Each particle's color will vary along this GradientTexture over its lifetime (multiplied with color).

Note: color_ramp multiplies the particle mesh's vertex colors. To have a visible effect on a Material3D, Material3D.vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function. Otherwise, color_ramp will have no visible effect.


float damping = 0.0

The rate at which particles lose velocity.


Curve damping_curve

Damping will vary along this Curve.


float damping_random = 0.0

Damping randomness ratio.


Vector3 direction = Vector3( 1, 0, 0 )

Unit vector specifying the particles' emission direction.


DrawOrder draw_order = 0

Particle draw order. Uses DrawOrder values.


Vector3 emission_box_extents

  • void set_emission_box_extents ( Vector3 value )

  • Vector3 get_emission_box_extents ( )

The rectangle's extents if emission_shape is set to EMISSION_SHAPE_BOX.


PoolColorArray emission_colors

Sets the Colors to modulate particles by when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.

Note: emission_colors multiplies the particle mesh's vertex colors. To have a visible effect on a Material3D, Material3D.vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function. Otherwise, emission_colors will have no visible effect.


PoolVector3Array emission_normals

Sets the direction the particles will be emitted in when using EMISSION_SHAPE_DIRECTED_POINTS.


PoolVector3Array emission_points

Sets the initial positions to spawn particles when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.


Vector3 emission_ring_axis

  • void set_emission_ring_axis ( Vector3 value )

  • Vector3 get_emission_ring_axis ( )

The axis for the ring shaped emitter when using EMISSION_SHAPE_RING.


float emission_ring_height

  • void set_emission_ring_height ( float value )

  • float get_emission_ring_height ( )

The height for the ring shaped emitter when using EMISSION_SHAPE_RING.


float emission_ring_inner_radius

  • void set_emission_ring_inner_radius ( float value )

  • float get_emission_ring_inner_radius ( )

The inner radius for the ring shaped emitter when using EMISSION_SHAPE_RING.


float emission_ring_radius

  • void set_emission_ring_radius ( float value )

  • float get_emission_ring_radius ( )

The radius for the ring shaped emitter when using EMISSION_SHAPE_RING.


EmissionShape emission_shape = 0

Particles will be emitted inside this region. See EmissionShape for possible values.


float emission_sphere_radius

  • void set_emission_sphere_radius ( float value )

  • float get_emission_sphere_radius ( )

The sphere's radius if EmissionShape is set to EMISSION_SHAPE_SPHERE.


bool emitting = true

  • void set_emitting ( bool value )

  • bool is_emitting ( )

If true, particles are being emitted.


float explosiveness = 0.0

  • void set_explosiveness_ratio ( float value )

  • float get_explosiveness_ratio ( )

How rapidly particles in an emission cycle are emitted. If greater than 0, there will be a gap in emissions before the next cycle begins.


int fixed_fps = 0

  • void set_fixed_fps ( int value )

  • int get_fixed_fps ( )

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 particle system itself.


bool flag_align_y = false

  • void set_particle_flag ( Flags flag, bool enable )

  • bool get_particle_flag ( Flags flag ) const

Align Y axis of particle with the direction of its velocity.


bool flag_disable_z = false

  • void set_particle_flag ( Flags flag, bool enable )

  • bool get_particle_flag ( Flags flag ) const

If true, particles will not move on the z axis.


bool flag_rotate_y = false

  • void set_particle_flag ( Flags flag, bool enable )

  • bool get_particle_flag ( Flags flag ) const

If true, particles rotate around Y axis by angle.


float flatness = 0.0

  • void set_flatness ( float value )

  • float get_flatness ( )

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


bool fract_delta = true

  • void set_fractional_delta ( bool value )

  • bool get_fractional_delta ( )

If true, results in fractional delta calculation which has a smoother particles display effect.


Vector3 gravity = Vector3( 0, -9.8, 0 )

Gravity applied to every particle.


float hue_variation = 0.0

Initial hue variation applied to each particle.


Curve hue_variation_curve

Each particle's hue will vary along this Curve.


float hue_variation_random = 0.0

Hue variation randomness ratio.


float initial_velocity = 0.0

Initial velocity magnitude for each particle. Direction comes from spread and the node's orientation.


float initial_velocity_random = 0.0

Initial velocity randomness ratio.


float lifetime = 1.0

  • void set_lifetime ( float value )

  • float get_lifetime ( )

The amount of time each particle will exist (in seconds).


float lifetime_randomness = 0.0

  • void set_lifetime_randomness ( float value )

  • float get_lifetime_randomness ( )

Particle lifetime randomness ratio.


float linear_accel = 0.0

Linear acceleration applied to each particle in the direction of motion.


Curve linear_accel_curve

Each particle's linear acceleration will vary along this Curve.


float linear_accel_random = 0.0

Linear acceleration randomness ratio.


bool local_coords = true

  • void set_use_local_coordinates ( bool value )

  • bool get_use_local_coordinates ( )

If true, particles use the parent node's coordinate space. If false, they use global coordinates.


Mesh mesh

  • void set_mesh ( Mesh value )

  • Mesh get_mesh ( )

The Mesh used for each particle. If null, particles will be spheres.


bool one_shot = false

  • void set_one_shot ( bool value )

  • bool get_one_shot ( )

If true, only one emission cycle occurs. If set true during a cycle, emission will stop at the cycle's end.


float orbit_velocity

Orbital velocity applied to each particle. Makes the particles circle around origin in the local XY plane. Specified in number of full rotations around origin per second.

This property is only available when flag_disable_z is true.


Curve orbit_velocity_curve

Each particle's orbital velocity will vary along this Curve.


float orbit_velocity_random

Orbital velocity randomness ratio.


float preprocess = 0.0

  • void set_pre_process_time ( float value )

  • float get_pre_process_time ( )

Particle system starts as if it had already run for this many seconds.


float radial_accel = 0.0

Radial acceleration applied to each particle. Makes particle accelerate away from origin.


Curve radial_accel_curve

Each particle's radial acceleration will vary along this Curve.


float radial_accel_random = 0.0

Radial acceleration randomness ratio.


float randomness = 0.0

  • void set_randomness_ratio ( float value )

  • float get_randomness_ratio ( )

Emission lifetime randomness ratio.


float scale_amount = 1.0

Initial scale applied to each particle. This can be set to a negative value to flip the particle on all axes.


Curve scale_amount_curve

Each particle's scale will vary along this Curve.


float scale_amount_random = 0.0

Scale randomness ratio.


float speed_scale = 1.0

  • void set_speed_scale ( float value )

  • float get_speed_scale ( )

Particle system's running speed scaling ratio. A value of 0 can be used to pause the particles.


float spread = 45.0

  • void set_spread ( float value )

  • float get_spread ( )

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


float tangential_accel = 0.0

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


Curve tangential_accel_curve

Each particle's tangential acceleration will vary along this Curve.


float tangential_accel_random = 0.0

Tangential acceleration randomness ratio.


Method Descriptions

void convert_from_particles ( Node particles )

Sets this node's properties to match a given Particles node with an assigned ParticlesMaterial.


float get_param ( Parameter param ) const

Returns the base value of the parameter specified by Parameter.


Curve get_param_curve ( Parameter param ) const

Returns the Curve of the parameter specified by Parameter.


float get_param_randomness ( Parameter param ) const

Returns the randomness factor of the parameter specified by Parameter.


bool get_particle_flag ( Flags flag ) const

Returns the enabled state of the given flag (see Flags for options).


void restart ( )

Restarts the particle emitter.


void set_param ( Parameter param, float value )

Sets the base value of the parameter specified by Parameter.


void set_param_curve ( Parameter param, Curve curve )

Sets the Curve of the parameter specified by Parameter.


void set_param_randomness ( Parameter param, float randomness )

Sets the randomness factor of the parameter specified by Parameter.


void set_particle_flag ( Flags flag, bool enable )

Enables or disables the given flag (see Flags for options).