CPUParticles3D
Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
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.
Tutorials
Properties
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
|
Methods
void | convert_from_particles(particles: Node) |
get_param_curve(param: Parameter) const | |
get_param_max(param: Parameter) const | |
get_param_min(param: Parameter) const | |
get_particle_flag(particle_flag: ParticleFlags) const | |
void | restart() |
void | set_param_curve(param: Parameter, curve: Curve) |
void | set_param_max(param: Parameter, value: float) |
void | set_param_min(param: Parameter, value: float) |
void | set_particle_flag(particle_flag: ParticleFlags, enable: bool) |
Signals
finished() 🔗
Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never emitted.
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. In other words, the particle with the highest lifetime is drawn at the front.
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_min, set_param_max, and set_param_curve to set initial velocity properties.
Parameter PARAM_ANGULAR_VELOCITY = 1
Use with set_param_min, set_param_max, and set_param_curve to set angular velocity properties.
Parameter PARAM_ORBIT_VELOCITY = 2
Use with set_param_min, set_param_max, and set_param_curve to set orbital velocity properties.
Parameter PARAM_LINEAR_ACCEL = 3
Use with set_param_min, set_param_max, and set_param_curve to set linear acceleration properties.
Parameter PARAM_RADIAL_ACCEL = 4
Use with set_param_min, set_param_max, and set_param_curve to set radial acceleration properties.
Parameter PARAM_TANGENTIAL_ACCEL = 5
Use with set_param_min, set_param_max, and set_param_curve to set tangential acceleration properties.
Parameter PARAM_DAMPING = 6
Use with set_param_min, set_param_max, and set_param_curve to set damping properties.
Parameter PARAM_ANGLE = 7
Use with set_param_min, set_param_max, and set_param_curve to set angle properties.
Parameter PARAM_SCALE = 8
Use with set_param_min, set_param_max, and set_param_curve to set scale properties.
Parameter PARAM_HUE_VARIATION = 9
Use with set_param_min, set_param_max, and set_param_curve to set hue variation properties.
Parameter PARAM_ANIM_SPEED = 10
Use with set_param_min, set_param_max, and set_param_curve to set animation speed properties.
Parameter PARAM_ANIM_OFFSET = 11
Use with set_param_min, set_param_max, and set_param_curve to set animation offset properties.
Parameter PARAM_MAX = 12
Represents the size of the Parameter enum.
enum ParticleFlags: 🔗
ParticleFlags PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY = 0
Use with set_particle_flag to set particle_flag_align_y.
ParticleFlags PARTICLE_FLAG_ROTATE_Y = 1
Use with set_particle_flag to set particle_flag_rotate_y.
ParticleFlags PARTICLE_FLAG_DISABLE_Z = 2
Use with set_particle_flag to set particle_flag_disable_z.
ParticleFlags PARTICLE_FLAG_MAX = 3
Represents the size of the ParticleFlags 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_SPHERE_SURFACE = 2
Particles will be emitted on the surface of a sphere.
EmissionShape EMISSION_SHAPE_BOX = 3
Particles will be emitted in the volume of a box.
EmissionShape EMISSION_SHAPE_POINTS = 4
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 = 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.
EmissionShape EMISSION_SHAPE_RING = 6
Particles will be emitted in a ring or cylinder.
EmissionShape EMISSION_SHAPE_MAX = 7
Represents the size of the EmissionShape enum.
Property Descriptions
Number of particles emitted in one emission cycle.
Each particle’s rotation will be animated along this Curve.
Maximum angle.
Minimum angle.
Curve angular_velocity_curve 🔗
Each particle’s angular velocity (rotation speed) will vary along this Curve over its lifetime.
float angular_velocity_max = 0.0
🔗
Maximum initial angular velocity (rotation speed) applied to each particle in degrees per second.
float angular_velocity_min = 0.0
🔗
Minimum initial angular velocity (rotation speed) applied to each particle in degrees per second.
Each particle’s animation offset will vary along this Curve.
Maximum animation offset.
Minimum animation offset.
Each particle’s animation speed will vary along this Curve.
Maximum particle animation speed.
Minimum particle animation speed.
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.
Each particle’s initial color will vary along this GradientTexture1D (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.
Each particle’s color will vary along this GradientTexture1D 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.
Damping will vary along this Curve.
Maximum damping.
Minimum damping.
Vector3 direction = Vector3(1, 0, 0)
🔗
Unit vector specifying the particles’ emission direction.
Particle draw order. Uses DrawOrder values.
Vector3 emission_box_extents 🔗
The rectangle’s extents if emission_shape is set to EMISSION_SHAPE_BOX.
PackedColorArray emission_colors = PackedColorArray()
🔗
void set_emission_colors(value: PackedColorArray)
PackedColorArray 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 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.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedColorArray for more details.
PackedVector3Array emission_normals 🔗
void set_emission_normals(value: PackedVector3Array)
PackedVector3Array get_emission_normals()
Sets the direction the particles will be emitted in when using EMISSION_SHAPE_DIRECTED_POINTS.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector3Array for more details.
PackedVector3Array emission_points 🔗
void set_emission_points(value: PackedVector3Array)
PackedVector3Array get_emission_points()
Sets the initial positions to spawn particles when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector3Array for more details.
The axis of the ring when using the emitter EMISSION_SHAPE_RING.
The height of the ring when using the emitter EMISSION_SHAPE_RING.
float emission_ring_inner_radius 🔗
The inner radius of the ring when using the emitter EMISSION_SHAPE_RING.
The radius of the ring when using the emitter EMISSION_SHAPE_RING.
EmissionShape emission_shape = 0
🔗
void set_emission_shape(value: EmissionShape)
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.
If 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.
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.
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 particle system itself.
Amount of spread in Y/Z plane. A value of 1
restricts particles to X/Z plane.
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.
Each particle’s hue will vary along this Curve.
float hue_variation_max = 0.0
🔗
Maximum hue variation.
float hue_variation_min = 0.0
🔗
Minimum hue variation.
float initial_velocity_max = 0.0
🔗
Maximum value of the initial velocity.
float initial_velocity_min = 0.0
🔗
Minimum value of the initial velocity.
Amount of time each particle will exist.
float lifetime_randomness = 0.0
🔗
Particle lifetime randomness ratio.
Each particle’s linear acceleration will vary along this Curve.
float linear_accel_max = 0.0
🔗
Maximum linear acceleration.
float linear_accel_min = 0.0
🔗
Minimum linear acceleration.
If 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.
The Mesh used for each particle. If null
, particles will be spheres.
If true
, only one emission cycle occurs. If set true
during a cycle, emission will stop at the cycle’s end.
Each particle’s orbital velocity will vary along this Curve.
Maximum orbit velocity.
Minimum orbit velocity.
bool particle_flag_align_y = false
🔗
void set_particle_flag(particle_flag: ParticleFlags, enable: bool)
bool get_particle_flag(particle_flag: ParticleFlags) const
Align Y axis of particle with the direction of its velocity.
bool particle_flag_disable_z = false
🔗
void set_particle_flag(particle_flag: ParticleFlags, enable: bool)
bool get_particle_flag(particle_flag: ParticleFlags) const
If true
, particles will not move on the Z axis.
bool particle_flag_rotate_y = false
🔗
void set_particle_flag(particle_flag: ParticleFlags, enable: bool)
bool get_particle_flag(particle_flag: ParticleFlags) const
If true
, particles rotate around Y axis by angle_min.
Particle system starts as if it had already run for this many seconds.
Each particle’s radial acceleration will vary along this Curve.
float radial_accel_max = 0.0
🔗
Maximum radial acceleration.
float radial_accel_min = 0.0
🔗
Minimum radial acceleration.
Emission lifetime randomness ratio.
Each particle’s scale will vary along this Curve.
float scale_amount_max = 1.0
🔗
Maximum scale.
float scale_amount_min = 1.0
🔗
Minimum scale.
Curve for the scale over life, along the x axis.
Curve for the scale over life, along the y axis.
Curve for the scale over life, along the z axis.
Particle system’s running speed scaling ratio. A value of 0
can be used to pause the particles.
If set to true
, three different scale curves can be specified, one per scale axis.
Each particle’s initial direction range from +spread
to -spread
degrees. Applied to X/Z plane and Y/Z planes.
Curve tangential_accel_curve 🔗
Each particle’s tangential acceleration will vary along this Curve.
float tangential_accel_max = 0.0
🔗
Maximum tangent acceleration.
float tangential_accel_min = 0.0
🔗
Minimum tangent acceleration.
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.
Method Descriptions
void convert_from_particles(particles: Node) 🔗
Sets this node’s properties to match a given GPUParticles3D node with an assigned ParticleProcessMaterial.
Curve get_param_curve(param: Parameter) const 🔗
Returns the Curve of the parameter specified by Parameter.
float get_param_max(param: Parameter) const 🔗
Returns the maximum value range for the given parameter.
float get_param_min(param: Parameter) const 🔗
Returns the minimum value range for the given parameter.
bool get_particle_flag(particle_flag: ParticleFlags) const 🔗
Returns the enabled state of the given particle flag (see ParticleFlags for options).
void restart() 🔗
Restarts the particle emitter.
void set_param_curve(param: Parameter, curve: Curve) 🔗
Sets the Curve of the parameter specified by Parameter.
void set_param_max(param: Parameter, value: float) 🔗
Sets the maximum value for the given parameter.
void set_param_min(param: Parameter, value: float) 🔗
Sets the minimum value for the given parameter.
void set_particle_flag(particle_flag: ParticleFlags, enable: bool) 🔗
Enables or disables the given particle flag (see ParticleFlags for options).
User-contributed notes
Please read the User-contributed notes policy before submitting a comment.