Inherits: GeometryInstance < VisualInstance < Spatial < Node < Object
3D particle emitter.
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.
| int | amount | 8 |
| DrawOrder | draw_order | 0 |
| Mesh | draw_pass_1 | |
| Mesh | draw_pass_2 | |
| Mesh | draw_pass_3 | |
| Mesh | draw_pass_4 | |
| int | draw_passes | 1 |
| bool | emitting | true |
| float | explosiveness | 0.0 |
| int | fixed_fps | 0 |
| bool | fract_delta | true |
| float | lifetime | 1.0 |
| bool | local_coords | true |
| bool | one_shot | false |
| float | preprocess | 0.0 |
| Material | process_material | |
| float | randomness | 0.0 |
| float | speed_scale | 1.0 |
| AABB | visibility_aabb | AABB( -4, -4, -4, 8, 8, 8 ) |
| AABB | capture_aabb ( ) const |
| Mesh | get_draw_pass_mesh ( int pass ) const |
| void | restart ( ) |
| void | set_draw_pass_mesh ( int pass, Mesh mesh ) |
enum DrawOrder:
| Default | 8 |
| Setter | set_amount(value) |
| Getter | get_amount() |
Number of particles to emit.
| Default | 0 |
| Setter | set_draw_order(value) |
| Getter | get_draw_order() |
Particle draw order. Uses DrawOrder values.
| Setter | set_draw_pass_mesh(value) |
| Getter | get_draw_pass_mesh() |
Mesh that is drawn for the first draw pass.
| Setter | set_draw_pass_mesh(value) |
| Getter | get_draw_pass_mesh() |
Mesh that is drawn for the second draw pass.
| Setter | set_draw_pass_mesh(value) |
| Getter | get_draw_pass_mesh() |
Mesh that is drawn for the third draw pass.
| Setter | set_draw_pass_mesh(value) |
| Getter | get_draw_pass_mesh() |
Mesh that is drawn for the fourth draw pass.
| Default | 1 |
| Setter | set_draw_passes(value) |
| Getter | get_draw_passes() |
The number of draw passes when rendering particles.
| Default | true |
| Setter | set_emitting(value) |
| Getter | is_emitting() |
If true, particles are being emitted.
| Default | 0.0 |
| Setter | set_explosiveness_ratio(value) |
| Getter | get_explosiveness_ratio() |
Time ratio between each emission. If 0, particles are emitted continuously. If 1, all particles are emitted simultaneously.
| Default | 0 |
| Setter | set_fixed_fps(value) |
| Getter | 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 simulation of the particle system itself.
| Default | true |
| Setter | set_fractional_delta(value) |
| Getter | get_fractional_delta() |
If true, results in fractional delta calculation which has a smoother particles display effect.
| Default | 1.0 |
| Setter | set_lifetime(value) |
| Getter | get_lifetime() |
Amount of time each particle will exist.
| Default | true |
| Setter | set_use_local_coordinates(value) |
| Getter | get_use_local_coordinates() |
If true, particles use the parent node's coordinate space. If false, they use global coordinates.
| Default | false |
| Setter | set_one_shot(value) |
| Getter | get_one_shot() |
If true, only amount particles will be emitted.
| Default | 0.0 |
| Setter | set_pre_process_time(value) |
| Getter | get_pre_process_time() |
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
| Setter | set_process_material(value) |
| Getter | get_process_material() |
Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
| Default | 0.0 |
| Setter | set_randomness_ratio(value) |
| Getter | get_randomness_ratio() |
Emission randomness ratio.
| Default | 1.0 |
| Setter | set_speed_scale(value) |
| Getter | get_speed_scale() |
Speed scaling ratio. A value of 0 can be used to pause the particles.
| Default | AABB( -4, -4, -4, 8, 8, 8 ) |
| Setter | set_visibility_aabb(value) |
| Getter | get_visibility_aabb() |
The AABB that determines the area of the world part of which needs to be visible on screen for the particle system to be active.
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.
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
Returns the Mesh that is drawn at index pass.
Restarts the particle emission, clearing existing particles.
Sets the Mesh that is drawn at index pass.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_particles.html