Particles¶
Inherits: GeometryInstance < VisualInstance < CullInstance < Spatial < Node < Object
GPU-based 3D particle emitter.
Description¶
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: On macOS, Particles rendering is much slower than CPUParticles due to transform feedback being implemented on the CPU instead of the GPU. Consider using CPUParticles instead when targeting macOS.
Note: After working on a Particles node, remember to update its 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.
Tutorials¶
Properties¶
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Methods¶
capture_aabb ( ) const |
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get_draw_pass_mesh ( int pass ) const |
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void |
restart ( ) |
void |
set_draw_pass_mesh ( int pass, Mesh mesh ) |
Signals¶
finished ( )
Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never emitted.
Note: Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
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.
Constants¶
MAX_DRAW_PASSES = 4
Maximum number of draw passes supported.
Property Descriptions¶
int amount = 8
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.
DrawOrder draw_order = 0
Particle draw order. Uses DrawOrder values.
Mesh draw_pass_1
Mesh that is drawn for the first draw pass.
Mesh draw_pass_2
Mesh that is drawn for the second draw pass.
Mesh draw_pass_3
Mesh that is drawn for the third draw pass.
Mesh draw_pass_4
Mesh that is drawn for the fourth draw pass.
int draw_passes = 1
The number of draw passes when rendering particles.
bool emitting = true
If true
, particles are being emitted.
float explosiveness = 0.0
Time ratio between each emission. If 0
, particles are emitted continuously. If 1
, all particles are emitted simultaneously.
int fixed_fps = 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.
bool fract_delta = true
If true
, results in fractional delta calculation which has a smoother particles display effect.
float lifetime = 1.0
The amount of time each particle will exist (in seconds).
bool local_coords = true
If true
, particles use the parent node's coordinate space. If false
, they use global coordinates.
bool one_shot = false
If true
, only amount
particles will be emitted.
float preprocess = 0.0
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
Material process_material
Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
float randomness = 0.0
Emission randomness ratio.
float speed_scale = 1.0
Speed scaling ratio. A value of 0
can be used to pause the particles.
AABB visibility_aabb = AABB( -4, -4, -4, 8, 8, 8 )
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.
Method Descriptions¶
AABB capture_aabb ( ) const
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
Mesh get_draw_pass_mesh ( int pass ) const
Returns the Mesh that is drawn at index pass
.
void restart ( )
Restarts the particle emission, clearing existing particles.
void set_draw_pass_mesh ( int pass, Mesh mesh )
Sets the Mesh that is drawn at index pass
.