Class reference
CPUParticles3D
Inherits GeometryInstance3D
A CPU-based 3D particle emitter.
Description
CPU-based 3D particle node used to create a variety of particle systems and effects. See also GPUParticles3D, which provides the same functionality with hardware acceleration, but may not run on older devices.
Properties
int amount = 8
int amount = 8Number of particles emitted in one emission cycle.
Curve angle_curve
Curve angle_curveEach particle's rotation will be animated along this Curve. Should be a unit Curve.
float angle_max = 0.0
float angle_max = 0.0Maximum angle.
float angle_min = 0.0
float angle_min = 0.0Minimum angle.
Curve angular_velocity_curve
Curve angular_velocity_curveEach particle's angular velocity (rotation speed) will vary along this Curve over its lifetime. Should be a unit Curve.
float angular_velocity_max = 0.0
float angular_velocity_max = 0.0Maximum initial angular velocity (rotation speed) applied to each particle in degrees per second.
float angular_velocity_min = 0.0
float angular_velocity_min = 0.0Minimum initial angular velocity (rotation speed) applied to each particle in degrees per second.
Curve anim_offset_curve
Curve anim_offset_curveEach particle's animation offset will vary along this Curve. Should be a unit Curve.
float anim_offset_max = 0.0
float anim_offset_max = 0.0Maximum animation offset.
float anim_offset_min = 0.0
float anim_offset_min = 0.0Minimum animation offset.
Curve anim_speed_curve
Curve anim_speed_curveEach particle's animation speed will vary along this Curve. Should be a unit Curve.
float anim_speed_max = 0.0
float anim_speed_max = 0.0Maximum particle animation speed.
float anim_speed_min = 0.0
float anim_speed_min = 0.0Minimum particle animation speed.
Color color = Color(1, 1, 1, 1)
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 BaseMaterial3D, BaseMaterial3D.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
Gradient color_initial_rampEach particle's initial color will vary along this Gradient (multiplied with color). Note: color_initial_ramp multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.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
Gradient color_rampEach particle's color will vary along this Gradient over its lifetime (multiplied with color). Note: color_ramp multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.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.
Curve damping_curve
Curve damping_curvefloat damping_max = 0.0
float damping_max = 0.0Maximum damping.
float damping_min = 0.0
float damping_min = 0.0Minimum damping.
Vector3 direction = Vector3(1, 0, 0)
Vector3 direction = Vector3(1, 0, 0)Unit vector specifying the particles' emission direction.
int draw_order = 0
int draw_order = 0Particle draw order.
Vector3 emission_box_extents
Vector3 emission_box_extentsThe rectangle's extents if emission_shape is set to EMISSION_SHAPE_BOX.
PackedColorArray emission_colors = PackedColorArray()
PackedColorArray emission_colors = PackedColorArray()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 BaseMaterial3D, BaseMaterial3D.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.
PackedVector3Array emission_normals
PackedVector3Array emission_normalsSets the direction the particles will be emitted in when using EMISSION_SHAPE_DIRECTED_POINTS.
PackedVector3Array emission_points
PackedVector3Array emission_pointsSets the initial positions to spawn particles when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.
Vector3 emission_ring_axis
Vector3 emission_ring_axisThe axis of the ring when using the emitter EMISSION_SHAPE_RING.
float emission_ring_cone_angle
float emission_ring_cone_angleThe angle of the cone when using the emitter EMISSION_SHAPE_RING. The default angle of 90 degrees results in a ring, while an angle of 0 degrees results in a cone. Intermediate values will result in a ring where one end is larger than the other. Note: Depending on emission_ring_height, the angle may be clamped if the ring's end is reached to form a perfect cone.
float emission_ring_height
float emission_ring_heightThe height of the ring when using the emitter EMISSION_SHAPE_RING.
float emission_ring_inner_radius
float emission_ring_inner_radiusThe inner radius of the ring when using the emitter EMISSION_SHAPE_RING.
float emission_ring_radius
float emission_ring_radiusThe radius of the ring when using the emitter EMISSION_SHAPE_RING.
int emission_shape = 0
int emission_shape = 0Particles will be emitted inside this region.
float emission_sphere_radius
float emission_sphere_radiusThe sphere's radius if EmissionShape is set to EMISSION_SHAPE_SPHERE.
bool emitting = true
bool emitting = trueIf true, particles are being emitted. emitting can be used to start and stop particles from emitting. However, if one_shot is true setting emitting to true will not restart the emission cycle until after all active particles finish processing. You can use the finished signal to be notified once all active particles finish processing.
float explosiveness = 0.0
float explosiveness = 0.0How 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
int fixed_fps = 0The 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 particle system itself.
float flatness = 0.0
float flatness = 0.0Amount of spread in Y/Z plane. A value of 1 restricts particles to X/Z plane.
bool fract_delta = true
bool fract_delta = trueIf true, results in fractional delta calculation which has a smoother particles display effect.
Vector3 gravity = Vector3(0, -9.8, 0)
Vector3 gravity = Vector3(0, -9.8, 0)Gravity applied to every particle.
Curve hue_variation_curve
Curve hue_variation_curveEach particle's hue will vary along this Curve. Should be a unit Curve.
float hue_variation_max = 0.0
float hue_variation_max = 0.0Maximum hue variation.
float hue_variation_min = 0.0
float hue_variation_min = 0.0Minimum hue variation.
float initial_velocity_max = 0.0
float initial_velocity_max = 0.0Maximum value of the initial velocity.
float initial_velocity_min = 0.0
float initial_velocity_min = 0.0Minimum value of the initial velocity.
float lifetime = 1.0
float lifetime = 1.0Amount of time each particle will exist.
float lifetime_randomness = 0.0
float lifetime_randomness = 0.0Particle lifetime randomness ratio.
Curve linear_accel_curve
Curve linear_accel_curveEach particle's linear acceleration will vary along this Curve. Should be a unit Curve.
float linear_accel_max = 0.0
float linear_accel_max = 0.0Maximum linear acceleration.
float linear_accel_min = 0.0
float linear_accel_min = 0.0Minimum linear acceleration.
bool local_coords = false
bool local_coords = falseIf true, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the CPUParticles3D node (and its parents) when it is moved or rotated. If false, particles use global coordinates; they will not move or rotate along the CPUParticles3D node (and its parents) when it is moved or rotated.
Mesh mesh
Mesh meshThe Mesh used for each particle. If null, particles will be spheres.
bool one_shot = false
bool one_shot = falseIf true, only one emission cycle occurs. If set true during a cycle, emission will stop at the cycle's end.
Curve orbit_velocity_curve
Curve orbit_velocity_curveEach particle's orbital velocity will vary along this Curve. Should be a unit Curve.
float orbit_velocity_max
float orbit_velocity_maxMaximum orbit velocity.
float orbit_velocity_min
float orbit_velocity_minMinimum orbit velocity.
bool particle_flag_align_y = false
bool particle_flag_align_y = falseAlign Y axis of particle with the direction of its velocity.
bool particle_flag_disable_z = false
bool particle_flag_disable_z = falseIf true, particles will not move on the Z axis.
bool particle_flag_rotate_y = false
bool particle_flag_rotate_y = falseIf true, particles rotate around Y axis by angle_min.
float preprocess = 0.0
float preprocess = 0.0Particle system starts as if it had already run for this many seconds.
Curve radial_accel_curve
Curve radial_accel_curveEach particle's radial acceleration will vary along this Curve. Should be a unit Curve.
float radial_accel_max = 0.0
float radial_accel_max = 0.0Maximum radial acceleration.
float radial_accel_min = 0.0
float radial_accel_min = 0.0Minimum radial acceleration.
float randomness = 0.0
float randomness = 0.0Emission lifetime randomness ratio.
Curve scale_amount_curve
Curve scale_amount_curveEach particle's scale will vary along this Curve. Should be a unit Curve.
float scale_amount_max = 1.0
float scale_amount_max = 1.0Maximum scale.
float scale_amount_min = 1.0
float scale_amount_min = 1.0Minimum scale.
Curve scale_curve_x
Curve scale_curve_xCurve for the scale over life, along the x axis.
Curve scale_curve_y
Curve scale_curve_yCurve for the scale over life, along the y axis.
Curve scale_curve_z
Curve scale_curve_zCurve for the scale over life, along the z axis.
int seed = 0
int seed = 0Sets the random seed used by the particle system. Only effective if use_fixed_seed is true.
float speed_scale = 1.0
float speed_scale = 1.0Particle system's running speed scaling ratio. A value of 0 can be used to pause the particles.
bool split_scale = false
bool split_scale = falseIf set to true, three different scale curves can be specified, one per scale axis.
float spread = 45.0
float spread = 45.0Each particle's initial direction range from +spread to -spread degrees. Applied to X/Z plane and Y/Z planes.
Curve tangential_accel_curve
Curve tangential_accel_curveEach particle's tangential acceleration will vary along this Curve. Should be a unit Curve.
float tangential_accel_max = 0.0
float tangential_accel_max = 0.0Maximum tangent acceleration.
float tangential_accel_min = 0.0
float tangential_accel_min = 0.0Minimum tangent acceleration.
bool use_fixed_seed = false
bool use_fixed_seed = falseIf true, particles will use the same seed for every simulation using the seed defined in seed. This is useful for situations where the visual outcome should be consistent across replays, for example when using Movie Maker mode.
AABB visibility_aabb = AABB(0, 0, 0, 0, 0, 0)
AABB visibility_aabb = AABB(0, 0, 0, 0, 0, 0)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.
Methods
AABB capture_aabb() const
AABB capture_aabb() constReturns the axis-aligned bounding box that contains all the particles that are active in the current frame.
void convert_from_particles(Node particles)
Node particles)Sets this node's properties to match a given GPUParticles3D node with an assigned ParticleProcessMaterial.
Curve get_param_curve(int param) const
Curve get_param_curve(int param) constfloat get_param_max(int param) const
float get_param_max(int param) constReturns the maximum value range for the given parameter.
float get_param_min(int param) const
float get_param_min(int param) constReturns the minimum value range for the given parameter.
bool get_particle_flag(int particle_flag) const
bool get_particle_flag(int particle_flag) constReturns the enabled state of the given particle flag.
void request_particles_process(float process_time)
float process_time)Requests the particles to process for extra process time during a single frame. Useful for particle playback, if used in combination with use_fixed_seed or by calling restart() with parameter keep_seed set to true.
void restart(bool keep_seed = false)
bool keep_seed = false)Restarts the particle emitter. If keep_seed is true, the current random seed will be preserved. Useful for seeking and playback.
void set_param_curve(int param, Curve curve)
int param, Curve curve)Sets the Curve of the parameter specified by Parameter. Should be a unit Curve.
void set_param_max(int param, float value)
int param, float value)Sets the maximum value for the given parameter.
void set_param_min(int param, float value)
int param, float value)Sets the minimum value for the given parameter.
void set_particle_flag(int particle_flag, bool enable)
int particle_flag, bool enable)Enables or disables the given particle flag.
Signals
finished()
Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never emitted.
Constants
DRAW_ORDER_INDEX = 0
Particles are drawn in the order emitted.
DRAW_ORDER_LIFETIME = 1
Particles are drawn in order of remaining lifetime. In other words, the particle with the highest lifetime is drawn at the front.
DRAW_ORDER_VIEW_DEPTH = 2
Particles are drawn in order of depth.
PARAM_INITIAL_LINEAR_VELOCITY = 0
Use with set_param_min(), set_param_max(), and set_param_curve() to set initial velocity properties.
PARAM_ANGULAR_VELOCITY = 1
Use with set_param_min(), set_param_max(), and set_param_curve() to set angular velocity properties.
PARAM_ORBIT_VELOCITY = 2
Use with set_param_min(), set_param_max(), and set_param_curve() to set orbital velocity properties.
PARAM_LINEAR_ACCEL = 3
Use with set_param_min(), set_param_max(), and set_param_curve() to set linear acceleration properties.
PARAM_RADIAL_ACCEL = 4
Use with set_param_min(), set_param_max(), and set_param_curve() to set radial acceleration properties.
PARAM_TANGENTIAL_ACCEL = 5
Use with set_param_min(), set_param_max(), and set_param_curve() to set tangential acceleration properties.
PARAM_DAMPING = 6
Use with set_param_min(), set_param_max(), and set_param_curve() to set damping properties.
PARAM_ANGLE = 7
Use with set_param_min(), set_param_max(), and set_param_curve() to set angle properties.
PARAM_SCALE = 8
Use with set_param_min(), set_param_max(), and set_param_curve() to set scale properties.
PARAM_HUE_VARIATION = 9
Use with set_param_min(), set_param_max(), and set_param_curve() to set hue variation properties.
PARAM_ANIM_SPEED = 10
Use with set_param_min(), set_param_max(), and set_param_curve() to set animation speed properties.
PARAM_ANIM_OFFSET = 11
Use with set_param_min(), set_param_max(), and set_param_curve() to set animation offset properties.
PARAM_MAX = 12
Represents the size of the Parameter enum.
PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY = 0
Use with set_particle_flag() to set particle_flag_align_y.
PARTICLE_FLAG_ROTATE_Y = 1
Use with set_particle_flag() to set particle_flag_rotate_y.
PARTICLE_FLAG_DISABLE_Z = 2
Use with set_particle_flag() to set particle_flag_disable_z.
PARTICLE_FLAG_MAX = 3
Represents the size of the ParticleFlags enum.
EMISSION_SHAPE_POINT = 0
All particles will be emitted from a single point.
EMISSION_SHAPE_SPHERE = 1
Particles will be emitted in the volume of a sphere.
EMISSION_SHAPE_SPHERE_SURFACE = 2
Particles will be emitted on the surface of a sphere.
EMISSION_SHAPE_BOX = 3
Particles will be emitted in the volume of a box.
EMISSION_SHAPE_POINTS = 4
Particles will be emitted at a position chosen randomly among emission_points. Particle color will be modulated by emission_colors.
EMISSION_SHAPE_DIRECTED_POINTS = 5
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.
EMISSION_SHAPE_RING = 6
Particles will be emitted in a ring or cylinder.
EMISSION_SHAPE_MAX = 7
Represents the size of the EmissionShape enum.