godot/doc/classes/GPUParticles3D.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticles3D" inherits="GeometryInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 3D particle emitter.
</brief_description>
<description>
3D particle node used to create a variety of particle systems and effects. [GPUParticles3D] features an emitter that generates some number of particles at a given rate.
Use [member process_material] to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
<link title="Particle systems (3D)">$DOCS_URL/tutorials/3d/particles/index.html</link>
<link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="capture_aabb" qualifiers="const">
<return type="AABB" />
<description>
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
</description>
</method>
<method name="convert_from_particles">
<return type="void" />
<param index="0" name="particles" type="Node" />
<description>
Sets this node's properties to match a given [CPUParticles3D] node.
</description>
</method>
<method name="emit_particle">
<return type="void" />
<param index="0" name="xform" type="Transform3D" />
<param index="1" name="velocity" type="Vector3" />
<param index="2" name="color" type="Color" />
<param index="3" name="custom" type="Color" />
<param index="4" name="flags" type="int" />
<description>
Emits a single particle. Whether [param xform], [param velocity], [param color] and [param custom] are applied depends on the value of [param flags]. See [enum EmitFlags].
</description>
</method>
<method name="get_draw_pass_mesh" qualifiers="const">
<return type="Mesh" />
<param index="0" name="pass" type="int" />
<description>
Returns the [Mesh] that is drawn at index [param pass].
</description>
</method>
<method name="restart">
<return type="void" />
<description>
Restarts the particle emission, clearing existing particles.
</description>
</method>
<method name="set_draw_pass_mesh">
<return type="void" />
<param index="0" name="pass" type="int" />
<param index="1" name="mesh" type="Mesh" />
<description>
Sets the [Mesh] that is drawn at index [param pass].
</description>
</method>
</methods>
<members>
<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
Number of particles to emit.
</member>
<member name="amount_ratio" type="float" setter="set_amount_ratio" getter="get_amount_ratio" default="1.0">
The ratio of particles that should actually be emitted. If set to a value lower than [code]1.0[/code], this will set the amount of emitted particles throughout the lifetime to [code]amount * amount_ratio[/code]. Unlike changing [member amount], changing [member amount_ratio] while emitting does not affect already-emitted particles and doesn't cause the particle system to restart. [member amount_ratio] can be used to create effects that make the number of emitted particles vary over time.
[b]Note:[/b] Reducing the [member amount_ratio] has no performance benefit, since resources need to be allocated and processed for the total [member amount] of particles regardless of the [member amount_ratio].
</member>
<member name="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="0.01">
</member>
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles3D.DrawOrder" default="0">
Particle draw order. Uses [enum DrawOrder] values.
[b]Note:[/b] [constant DRAW_ORDER_INDEX] is the only option that supports motion vectors for effects like TAA. It is suggested to use this draw order if the particles are opaque to fix ghosting artifacts.
</member>
<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the first draw pass.
</member>
<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the second draw pass.
</member>
<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the third draw pass.
</member>
<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the fourth draw pass.
</member>
<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1">
The number of draw passes when rendering particles.
</member>
<member name="draw_skin" type="Skin" setter="set_skin" getter="get_skin">
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
</member>
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30">
The particle system's frame rate is fixed to a value. For example, 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.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
</member>
<member name="interp_to_end" type="float" setter="set_interp_to_end" getter="get_interp_to_end" default="0.0">
Causes all the particles in this node to interpolate towards the end of their lifetime.
[b]Note[/b]: This only works when used with a [ParticleProcessMaterial]. It needs to be manually implemented for custom process shaders.
</member>
<member name="interpolate" type="bool" setter="set_interpolate" getter="get_interpolate" default="true">
Enables particle interpolation, which makes the particle movement smoother when their [member fixed_fps] is lower than the screen refresh rate.
</member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
</member>
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only the number of particles equal to [member amount] will be emitted.
</member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
</member>
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
[Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial].
</member>
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
Emission randomness ratio.
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
</member>
<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
If [code]true[/code], enables particle trails using a mesh skinning system. Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].
[b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled on the particle mesh's material. Otherwise, setting [member trail_enabled] to [code]true[/code] will have no effect.
[b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s properties.
</member>
<member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0">
</member>
<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="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 [b]Particles → Generate AABB[/b] editor tool.
</member>
</members>
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
</description>
</signal>
</signals>
<constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.
</constant>
<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
Particles are drawn in order of remaining lifetime.
</constant>
<constant name="DRAW_ORDER_REVERSE_LIFETIME" value="2" enum="DrawOrder">
</constant>
<constant name="DRAW_ORDER_VIEW_DEPTH" value="3" enum="DrawOrder">
Particles are drawn in order of depth.
</constant>
<constant name="EMIT_FLAG_POSITION" value="1" enum="EmitFlags">
Particle starts at the specified position.
</constant>
<constant name="EMIT_FLAG_ROTATION_SCALE" value="2" enum="EmitFlags">
Particle starts with specified rotation and scale.
</constant>
<constant name="EMIT_FLAG_VELOCITY" value="4" enum="EmitFlags">
Particle starts with the specified velocity vector, which defines the emission direction and speed.
</constant>
<constant name="EMIT_FLAG_COLOR" value="8" enum="EmitFlags">
Particle starts with specified color.
</constant>
<constant name="EMIT_FLAG_CUSTOM" value="16" enum="EmitFlags">
Particle starts with specified [code]CUSTOM[/code] data.
</constant>
<constant name="MAX_DRAW_PASSES" value="4">
Maximum number of draw passes supported.
</constant>
<constant name="TRANSFORM_ALIGN_DISABLED" value="0" enum="TransformAlign">
</constant>
<constant name="TRANSFORM_ALIGN_Z_BILLBOARD" value="1" enum="TransformAlign">
</constant>
<constant name="TRANSFORM_ALIGN_Y_TO_VELOCITY" value="2" enum="TransformAlign">
</constant>
<constant name="TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY" value="3" enum="TransformAlign">
</constant>
</constants>
</class>