:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/Particles.xml. .. _class_Particles: Particles ========= **Inherits:** :ref:`GeometryInstance` **<** :ref:`VisualInstance` **<** :ref:`CullInstance` **<** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`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 :ref:`ParticlesMaterial` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial` which will be applied to all particles. \ **Note:** ``Particles`` only work when using the GLES3 renderer. If using the GLES2 renderer, use :ref:`CPUParticles` instead. You can convert ``Particles`` to :ref:`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 :ref:`CPUParticles` due to transform feedback being implemented on the CPU instead of the GPU. Consider using :ref:`CPUParticles` instead when targeting macOS. \ **Note:** After working on a Particles node, remember to update its :ref:`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 --------- - :doc:`Controlling thousands of fish with Particles <../tutorials/performance/vertex_animation/controlling_thousands_of_fish>` - `Third Person Shooter Demo `__ Properties ---------- +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`int` | :ref:`amount` | ``8`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`DrawOrder` | :ref:`draw_order` | ``0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Mesh` | :ref:`draw_pass_1` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Mesh` | :ref:`draw_pass_2` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Mesh` | :ref:`draw_pass_3` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Mesh` | :ref:`draw_pass_4` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`int` | :ref:`draw_passes` | ``1`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`bool` | :ref:`emitting` | ``true`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`explosiveness` | ``0.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`int` | :ref:`fixed_fps` | ``0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`bool` | :ref:`fract_delta` | ``true`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`lifetime` | ``1.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`bool` | :ref:`local_coords` | ``true`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`bool` | :ref:`one_shot` | ``false`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`preprocess` | ``0.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Material` | :ref:`process_material` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`randomness` | ``0.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`speed_scale` | ``1.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`AABB` | :ref:`visibility_aabb` | ``AABB( -4, -4, -4, 8, 8, 8 )`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ Methods ------- +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`AABB` | :ref:`capture_aabb` **(** **)** |const| | +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Mesh` | :ref:`get_draw_pass_mesh` **(** :ref:`int` pass **)** |const| | +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`restart` **(** **)** | +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_draw_pass_mesh` **(** :ref:`int` pass, :ref:`Mesh` mesh **)** | +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ Enumerations ------------ .. _enum_Particles_DrawOrder: .. _class_Particles_constant_DRAW_ORDER_INDEX: .. _class_Particles_constant_DRAW_ORDER_LIFETIME: .. _class_Particles_constant_DRAW_ORDER_VIEW_DEPTH: enum **DrawOrder**: - **DRAW_ORDER_INDEX** = **0** --- Particles are drawn in the order emitted. - **DRAW_ORDER_LIFETIME** = **1** --- Particles are drawn in order of remaining lifetime. - **DRAW_ORDER_VIEW_DEPTH** = **2** --- Particles are drawn in order of depth. Constants --------- .. _class_Particles_constant_MAX_DRAW_PASSES: - **MAX_DRAW_PASSES** = **4** --- Maximum number of draw passes supported. Property Descriptions --------------------- .. _class_Particles_property_amount: - :ref:`int` **amount** +-----------+-------------------+ | *Default* | ``8`` | +-----------+-------------------+ | *Setter* | set_amount(value) | +-----------+-------------------+ | *Getter* | get_amount() | +-----------+-------------------+ The number of particles emitted in one emission cycle (corresponding to the :ref:`lifetime`). \ **Note:** Changing :ref:`amount` will reset the particle emission, therefore removing all particles that were already emitted before changing :ref:`amount`. ---- .. _class_Particles_property_draw_order: - :ref:`DrawOrder` **draw_order** +-----------+-----------------------+ | *Default* | ``0`` | +-----------+-----------------------+ | *Setter* | set_draw_order(value) | +-----------+-----------------------+ | *Getter* | get_draw_order() | +-----------+-----------------------+ Particle draw order. Uses :ref:`DrawOrder` values. ---- .. _class_Particles_property_draw_pass_1: - :ref:`Mesh` **draw_pass_1** +----------+---------------------------+ | *Setter* | set_draw_pass_mesh(value) | +----------+---------------------------+ | *Getter* | get_draw_pass_mesh() | +----------+---------------------------+ :ref:`Mesh` that is drawn for the first draw pass. ---- .. _class_Particles_property_draw_pass_2: - :ref:`Mesh` **draw_pass_2** +----------+---------------------------+ | *Setter* | set_draw_pass_mesh(value) | +----------+---------------------------+ | *Getter* | get_draw_pass_mesh() | +----------+---------------------------+ :ref:`Mesh` that is drawn for the second draw pass. ---- .. _class_Particles_property_draw_pass_3: - :ref:`Mesh` **draw_pass_3** +----------+---------------------------+ | *Setter* | set_draw_pass_mesh(value) | +----------+---------------------------+ | *Getter* | get_draw_pass_mesh() | +----------+---------------------------+ :ref:`Mesh` that is drawn for the third draw pass. ---- .. _class_Particles_property_draw_pass_4: - :ref:`Mesh` **draw_pass_4** +----------+---------------------------+ | *Setter* | set_draw_pass_mesh(value) | +----------+---------------------------+ | *Getter* | get_draw_pass_mesh() | +----------+---------------------------+ :ref:`Mesh` that is drawn for the fourth draw pass. ---- .. _class_Particles_property_draw_passes: - :ref:`int` **draw_passes** +-----------+------------------------+ | *Default* | ``1`` | +-----------+------------------------+ | *Setter* | set_draw_passes(value) | +-----------+------------------------+ | *Getter* | get_draw_passes() | +-----------+------------------------+ The number of draw passes when rendering particles. ---- .. _class_Particles_property_emitting: - :ref:`bool` **emitting** +-----------+---------------------+ | *Default* | ``true`` | +-----------+---------------------+ | *Setter* | set_emitting(value) | +-----------+---------------------+ | *Getter* | is_emitting() | +-----------+---------------------+ If ``true``, particles are being emitted. ---- .. _class_Particles_property_explosiveness: - :ref:`float` **explosiveness** +-----------+--------------------------------+ | *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. ---- .. _class_Particles_property_fixed_fps: - :ref:`int` **fixed_fps** +-----------+----------------------+ | *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. ---- .. _class_Particles_property_fract_delta: - :ref:`bool` **fract_delta** +-----------+-----------------------------+ | *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. ---- .. _class_Particles_property_lifetime: - :ref:`float` **lifetime** +-----------+---------------------+ | *Default* | ``1.0`` | +-----------+---------------------+ | *Setter* | set_lifetime(value) | +-----------+---------------------+ | *Getter* | get_lifetime() | +-----------+---------------------+ The amount of time each particle will exist (in seconds). ---- .. _class_Particles_property_local_coords: - :ref:`bool` **local_coords** +-----------+----------------------------------+ | *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. ---- .. _class_Particles_property_one_shot: - :ref:`bool` **one_shot** +-----------+---------------------+ | *Default* | ``false`` | +-----------+---------------------+ | *Setter* | set_one_shot(value) | +-----------+---------------------+ | *Getter* | get_one_shot() | +-----------+---------------------+ If ``true``, only ``amount`` particles will be emitted. ---- .. _class_Particles_property_preprocess: - :ref:`float` **preprocess** +-----------+-----------------------------+ | *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. ---- .. _class_Particles_property_process_material: - :ref:`Material` **process_material** +----------+-----------------------------+ | *Setter* | set_process_material(value) | +----------+-----------------------------+ | *Getter* | get_process_material() | +----------+-----------------------------+ :ref:`Material` for processing particles. Can be a :ref:`ParticlesMaterial` or a :ref:`ShaderMaterial`. ---- .. _class_Particles_property_randomness: - :ref:`float` **randomness** +-----------+-----------------------------+ | *Default* | ``0.0`` | +-----------+-----------------------------+ | *Setter* | set_randomness_ratio(value) | +-----------+-----------------------------+ | *Getter* | get_randomness_ratio() | +-----------+-----------------------------+ Emission randomness ratio. ---- .. _class_Particles_property_speed_scale: - :ref:`float` **speed_scale** +-----------+------------------------+ | *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. ---- .. _class_Particles_property_visibility_aabb: - :ref:`AABB` **visibility_aabb** +-----------+---------------------------------+ | *Default* | ``AABB( -4, -4, -4, 8, 8, 8 )`` | +-----------+---------------------------------+ | *Setter* | set_visibility_aabb(value) | +-----------+---------------------------------+ | *Getter* | get_visibility_aabb() | +-----------+---------------------------------+ The :ref:`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 :ref:`AABB` can be grown via code or with the **Particles → Generate AABB** editor tool. \ **Note:** If the :ref:`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 ------------------- .. _class_Particles_method_capture_aabb: - :ref:`AABB` **capture_aabb** **(** **)** |const| Returns the axis-aligned bounding box that contains all the particles that are active in the current frame. ---- .. _class_Particles_method_get_draw_pass_mesh: - :ref:`Mesh` **get_draw_pass_mesh** **(** :ref:`int` pass **)** |const| Returns the :ref:`Mesh` that is drawn at index ``pass``. ---- .. _class_Particles_method_restart: - void **restart** **(** **)** Restarts the particle emission, clearing existing particles. ---- .. _class_Particles_method_set_draw_pass_mesh: - void **set_draw_pass_mesh** **(** :ref:`int` pass, :ref:`Mesh` mesh **)** Sets the :ref:`Mesh` that is drawn at index ``pass``. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`