CPUParticles3D

继承: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

A CPU-based 3D particle emitter.

描述

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.

属性

intamount
Curveangle_curve
floatangle_max
floatangle_min
Curveangular_velocity_curve
floatangular_velocity_max
floatangular_velocity_min
Curveanim_offset_curve
floatanim_offset_max
floatanim_offset_min
Curveanim_speed_curve
floatanim_speed_max
floatanim_speed_min
Colorcolor
Gradientcolor_initial_ramp
Gradientcolor_ramp
Curvedamping_curve
floatdamping_max
floatdamping_min
Vector3direction
DrawOrderdraw_order
Vector3emission_box_extents
PackedColorArrayemission_colors
PackedVector3Arrayemission_normals
PackedVector3Arrayemission_points
Vector3emission_ring_axis
floatemission_ring_cone_angle
floatemission_ring_height
floatemission_ring_inner_radius
floatemission_ring_radius
EmissionShapeemission_shape
floatemission_sphere_radius
boolemitting
floatexplosiveness
intfixed_fps
floatflatness
boolfract_delta
Vector3gravity
Curvehue_variation_curve
floathue_variation_max
floathue_variation_min
floatinitial_velocity_max
floatinitial_velocity_min
floatlifetime
floatlifetime_randomness
Curvelinear_accel_curve
floatlinear_accel_max
floatlinear_accel_min
boollocal_coords
Meshmesh
boolone_shot
Curveorbit_velocity_curve
floatorbit_velocity_max
floatorbit_velocity_min
boolparticle_flag_align_y
boolparticle_flag_disable_z
boolparticle_flag_rotate_y
floatpreprocess
Curveradial_accel_curve
floatradial_accel_max
floatradial_accel_min
floatrandomness
Curvescale_amount_curve
floatscale_amount_max
floatscale_amount_min
Curvescale_curve_x
Curvescale_curve_y
Curvescale_curve_z
floatspeed_scale
boolsplit_scale
floatspread
Curvetangential_accel_curve
floattangential_accel_max
floattangential_accel_min
AABBvisibility_aabb

方法

AABBcapture_aabb ( ) const1
voidconvert_from_particles ( particles: Node )
Curveget_param_curve ( param: Parameter ) const1
floatget_param_max ( param: Parameter ) const1
floatget_param_min ( param: Parameter ) const1
boolget_particle_flag ( particle_flag: ParticleFlags ) const1
voidrestart ( )
voidset_param_curve ( param: Parameter, curve: Curve )
voidset_param_max ( param: Parameter, value: float )
voidset_param_min ( param: Parameter, value: float )
voidset_particle_flag ( particle_flag: ParticleFlags, enable: bool )

信号

finished ( )

Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never emitted.


枚举

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.


属性说明

int amount = 8

  • void set_amount ( value: int )
  • int get_amount ( )

Number of particles emitted in one emission cycle.


Curve angle_curve

Each particle's rotation will be animated along this Curve.


float angle_max = 0.0

Maximum angle.


float angle_min = 0.0

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.


Curve anim_offset_curve

Each particle's animation offset will vary along this Curve.


float anim_offset_max = 0.0

Maximum animation offset.


float anim_offset_min = 0.0

Minimum animation offset.


Curve anim_speed_curve

Each particle's animation speed will vary along this Curve.


float anim_speed_max = 0.0

Maximum particle animation speed.


float anim_speed_min = 0.0

Minimum particle animation speed.


Color color = Color(1, 1, 1, 1)

  • void set_color ( value: Color )
  • Color get_color ( )

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

  • void set_color_initial_ramp ( value: Gradient )
  • Gradient get_color_initial_ramp ( )

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.


Gradient color_ramp

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.


Curve damping_curve

Damping will vary along this Curve.


float damping_max = 0.0

Maximum damping.


float damping_min = 0.0

Minimum damping.


Vector3 direction = Vector3(1, 0, 0)

Unit vector specifying the particles' emission direction.


DrawOrder draw_order = 0

Particle draw order. Uses DrawOrder values.


Vector3 emission_box_extents

  • void set_emission_box_extents ( value: Vector3 )
  • Vector3 get_emission_box_extents ( )

The rectangle's extents if emission_shape is set to EMISSION_SHAPE_BOX.


PackedColorArray emission_colors = PackedColorArray()

Sets the Color s 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

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

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.


Vector3 emission_ring_axis

  • void set_emission_ring_axis ( value: Vector3 )
  • Vector3 get_emission_ring_axis ( )

The axis of the ring when using the emitter EMISSION_SHAPE_RING.


float emission_ring_cone_angle

  • void set_emission_ring_cone_angle ( value: float )
  • float get_emission_ring_cone_angle ( )

The 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

  • void set_emission_ring_height ( value: float )
  • float get_emission_ring_height ( )

The height of the ring when using the emitter EMISSION_SHAPE_RING.


float emission_ring_inner_radius

  • void set_emission_ring_inner_radius ( value: float )
  • float get_emission_ring_inner_radius ( )

The inner radius of the ring when using the emitter EMISSION_SHAPE_RING.


float emission_ring_radius

  • void set_emission_ring_radius ( value: float )
  • float get_emission_ring_radius ( )

The radius of the ring when using the emitter EMISSION_SHAPE_RING.


EmissionShape emission_shape = 0

Particles will be emitted inside this region. See EmissionShape for possible values.


float emission_sphere_radius

  • void set_emission_sphere_radius ( value: float )
  • float get_emission_sphere_radius ( )

The sphere's radius if EmissionShape is set to EMISSION_SHAPE_SPHERE.


bool emitting = true

  • void set_emitting ( value: bool )
  • bool is_emitting ( )

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.


float explosiveness = 0.0

  • void set_explosiveness_ratio ( value: float )
  • float get_explosiveness_ratio ( )

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.


int fixed_fps = 0

  • void set_fixed_fps ( value: int )
  • int get_fixed_fps ( )

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.


float flatness = 0.0

  • void set_flatness ( value: float )
  • float get_flatness ( )

Amount of spread in Y/Z plane. A value of 1 restricts particles to X/Z plane.


bool fract_delta = true

  • void set_fractional_delta ( value: bool )
  • bool get_fractional_delta ( )

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.


Curve hue_variation_curve

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.


float lifetime = 1.0

  • void set_lifetime ( value: float )
  • float get_lifetime ( )

Amount of time each particle will exist.


float lifetime_randomness = 0.0

  • void set_lifetime_randomness ( value: float )
  • float get_lifetime_randomness ( )

Particle lifetime randomness ratio.


Curve linear_accel_curve

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.


bool local_coords = false

  • void set_use_local_coordinates ( value: bool )
  • bool get_use_local_coordinates ( )

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.


Mesh mesh

  • void set_mesh ( value: Mesh )
  • Mesh get_mesh ( )

The Mesh used for each particle. If null, particles will be spheres.


bool one_shot = false

  • void set_one_shot ( value: bool )
  • bool get_one_shot ( )

If true, only one emission cycle occurs. If set true during a cycle, emission will stop at the cycle's end.


Curve orbit_velocity_curve

Each particle's orbital velocity will vary along this Curve.


float orbit_velocity_max

Maximum orbit velocity.


float orbit_velocity_min

Minimum orbit velocity.


bool particle_flag_align_y = false

Align Y axis of particle with the direction of its velocity.


bool particle_flag_disable_z = false

If true, particles will not move on the Z axis.


bool particle_flag_rotate_y = false

If true, particles rotate around Y axis by angle_min.


float preprocess = 0.0

  • void set_pre_process_time ( value: float )
  • float get_pre_process_time ( )

Particle system starts as if it had already run for this many seconds.


Curve radial_accel_curve

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.


float randomness = 0.0

  • void set_randomness_ratio ( value: float )
  • float get_randomness_ratio ( )

Emission lifetime randomness ratio.


Curve scale_amount_curve

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 scale_curve_x

  • void set_scale_curve_x ( value: Curve )
  • Curve get_scale_curve_x ( )

Curve for the scale over life, along the x axis.


Curve scale_curve_y

  • void set_scale_curve_y ( value: Curve )
  • Curve get_scale_curve_y ( )

Curve for the scale over life, along the y axis.


Curve scale_curve_z

  • void set_scale_curve_z ( value: Curve )
  • Curve get_scale_curve_z ( )

Curve for the scale over life, along the z axis.


float speed_scale = 1.0

  • void set_speed_scale ( value: float )
  • float get_speed_scale ( )

Particle system's running speed scaling ratio. A value of 0 can be used to pause the particles.


bool split_scale = false

  • void set_split_scale ( value: bool )
  • bool get_split_scale ( )

If set to true, three different scale curves can be specified, one per scale axis.


float spread = 45.0

  • void set_spread ( value: float )
  • float get_spread ( )

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)

  • void set_visibility_aabb ( value: AABB )
  • AABB get_visibility_aabb ( )

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.


方法说明

AABB capture_aabb ( ) const1

Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.


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 ) const1

Returns the Curve of the parameter specified by Parameter.


float get_param_max ( param: Parameter ) const1

Returns the maximum value range for the given parameter.


float get_param_min ( param: Parameter ) const1

Returns the minimum value range for the given parameter.


bool get_particle_flag ( particle_flag: ParticleFlags ) const1

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).

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。