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¶
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Methods¶
void |
convert_from_particles ( Node particles ) |
get_param_curve ( Parameter param ) const |
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get_param_randomness ( Parameter param ) const |
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get_particle_flag ( Flags flag ) const |
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void |
restart ( ) |
void |
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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
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 )
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
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
The rectangle's extents if emission_shape is set to EMISSION_SHAPE_BOX.
PoolColorArray emission_colors
void set_emission_colors ( PoolColorArray value )
PoolColorArray get_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
void set_emission_normals ( PoolVector3Array value )
PoolVector3Array get_emission_normals ( )
Sets the direction the particles will be emitted in when using EMISSION_SHAPE_DIRECTED_POINTS.
PoolVector3Array emission_points
void set_emission_points ( PoolVector3Array value )
PoolVector3Array get_emission_points ( )
Sets the initial positions to spawn particles when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.
Vector3 emission_ring_axis
The axis for the ring shaped emitter when using EMISSION_SHAPE_RING.
float emission_ring_height
The height for the ring shaped emitter when using EMISSION_SHAPE_RING.
float emission_ring_inner_radius
The inner radius for the ring shaped emitter when using EMISSION_SHAPE_RING.
float emission_ring_radius
The radius for the ring shaped emitter when using EMISSION_SHAPE_RING.
EmissionShape emission_shape = 0
void set_emission_shape ( EmissionShape value )
EmissionShape get_emission_shape ( )
Particles will be emitted inside this region. See EmissionShape for possible values.
float emission_sphere_radius
The sphere's radius if EmissionShape is set to EMISSION_SHAPE_SPHERE.
bool emitting = true
If true
, particles are being emitted.
float explosiveness = 0.0
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
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
Align Y axis of particle with the direction of its velocity.
bool flag_disable_z = false
If true
, particles will not move on the z axis.
bool flag_rotate_y = false
If true
, particles rotate around Y axis by angle.
float flatness = 0.0
Amount of spread in Y/Z plane. A value of 1
restricts particles to X/Z plane.
bool fract_delta = true
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
The amount of time each particle will exist (in seconds).
float lifetime_randomness = 0.0
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
If true
, particles use the parent node's coordinate space. If false
, they use global coordinates.
Mesh mesh
The Mesh used for each particle. If null
, particles will be spheres.
bool one_shot = false
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
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
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
Particle system's running speed scaling ratio. A value of 0
can be used to pause the particles.
float spread = 45.0
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).