GPUParticles3D
继承: GeometryInstance3D
< VisualInstance3D
< Node3D
< Node
< Object
A 3D particle emitter.
描述
3D particle node used to create a variety of particle systems and effects. GPUParticles3D features an emitter that generates some number of particles at a given rate.
Use process_material
to add a ParticleProcessMaterial
to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial
which will be applied to all particles.
属性
方法
AABB | capture_aabb ( ) const1 |
void | convert_from_particles ( particles: Node ) |
void | emit_particle ( xform: Transform3D , velocity: Vector3 , color: Color , custom: Color , flags: int ) |
Mesh | get_draw_pass_mesh ( pass: int ) const1 |
void | restart ( ) |
void | set_draw_pass_mesh ( pass: int , mesh: Mesh ) |
信号
finished ( )
Emitted when all active particles have finished processing. To immediately emit new particles, call restart
.
Never emitted when one_shot
is disabled, as particles will be emitted and processed continuously.
Note: For one_shot
emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting emitting
to true
will not restart the emission cycle. This delay is avoided by instead calling restart
.
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_REVERSE_LIFETIME = 2
Particles are drawn in reverse order of remaining lifetime. In other words, the particle with the lowest lifetime is drawn at the front.
DrawOrder DRAW_ORDER_VIEW_DEPTH = 3
Particles are drawn in order of depth.
enum EmitFlags:
EmitFlags EMIT_FLAG_POSITION = 1
Particle starts at the specified position.
EmitFlags EMIT_FLAG_ROTATION_SCALE = 2
Particle starts with specified rotation and scale.
EmitFlags EMIT_FLAG_VELOCITY = 4
Particle starts with the specified velocity vector, which defines the emission direction and speed.
EmitFlags EMIT_FLAG_COLOR = 8
Particle starts with specified color.
EmitFlags EMIT_FLAG_CUSTOM = 16
Particle starts with specified CUSTOM
data.
enum TransformAlign:
TransformAlign TRANSFORM_ALIGN_DISABLED = 0
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TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD = 1
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TransformAlign TRANSFORM_ALIGN_Y_TO_VELOCITY = 2
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TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY = 3
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常量
MAX_DRAW_PASSES = 4
Maximum number of draw passes supported.
属性说明
int
amount = 8
The number of particles to emit in one emission cycle. The effective emission rate is (amount * amount_ratio) / lifetime
particles per second. Higher values will increase GPU requirements, even if not all particles are visible at a given time or if amount_ratio
is decreased.
Note: Changing this value will cause the particle system to restart. To avoid this, change amount_ratio
instead.
float
amount_ratio = 1.0
The ratio of particles that should actually be emitted. If set to a value lower than 1.0
, this will set the amount of emitted particles throughout the lifetime to amount * amount_ratio
. Unlike changing amount
, changing amount_ratio
while emitting does not affect already-emitted particles and doesn't cause the particle system to restart. amount_ratio
can be used to create effects that make the number of emitted particles vary over time.
Note: Reducing the amount_ratio
has no performance benefit, since resources need to be allocated and processed for the total amount
of particles regardless of the amount_ratio
. If you don't intend to change the number of particles emitted while the particles are emitting, make sure amount_ratio
is set to 1
and change amount
to your liking instead.
float
collision_base_size = 0.01
The base diameter for particle collision in meters. If particles appear to sink into the ground when colliding, increase this value. If particles appear to float when colliding, decrease this value. Only effective if ParticleProcessMaterial.collision_mode
is ParticleProcessMaterial.COLLISION_RIGID
or ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT
.
Note: Particles always have a spherical collision shape.
DrawOrder draw_order = 0
Particle draw order. Uses DrawOrder values.
Note: DRAW_ORDER_INDEX
is the only option that supports motion vectors for effects like TAA. It is suggested to use this draw order if the particles are opaque to fix ghosting artifacts.
Mesh
draw_pass_1
Mesh
that is drawn for the first draw pass.
Mesh
draw_pass_2
Mesh
that is drawn for the second draw pass.
Mesh
draw_pass_3
Mesh
that is drawn for the third draw pass.
Mesh
draw_pass_4
Mesh
that is drawn for the fourth draw pass.
int
draw_passes = 1
The number of draw passes when rendering particles.
Skin
draw_skin
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bool
emitting = true
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 unless all active particles have finished processing. Use the finished
signal to be notified once all active particles finish processing.
Note: For one_shot
emitters, due to the particles being computed on the GPU, there may be a short period after receiving the finished
signal during which setting this to true
will not restart the emission cycle.
Tip: If your one_shot
emitter needs to immediately restart emitting particles once finished
signal is received, consider calling restart
instead of setting emitting
.
float
explosiveness = 0.0
Time ratio between each emission. If 0
, particles are emitted continuously. If 1
, all particles are emitted simultaneously.
int
fixed_fps = 30
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 simulation of the particle system itself.
bool
fract_delta = true
If true
, results in fractional delta calculation which has a smoother particles display effect.
float
interp_to_end = 0.0
Causes all the particles in this node to interpolate towards the end of their lifetime.
Note: This only works when used with a ParticleProcessMaterial
. It needs to be manually implemented for custom process shaders.
bool
interpolate = true
Enables particle interpolation, which makes the particle movement smoother when their fixed_fps
is lower than the screen refresh rate.
float
lifetime = 1.0
The amount of time each particle will exist (in seconds). The effective emission rate is (amount * amount_ratio) / lifetime
particles per second.
bool
local_coords = false
If true
, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the GPUParticles3D node (and its parents) when it is moved or rotated. If false
, particles use global coordinates; they will not move or rotate along the GPUParticles3D node (and its parents) when it is moved or rotated.
bool
one_shot = false
If true
, only the number of particles equal to amount
will be emitted.
float
preprocess = 0.0
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
Material
process_material
Material
for processing particles. Can be a ParticleProcessMaterial
or a ShaderMaterial
.
float
randomness = 0.0
Emission randomness ratio.
float
speed_scale = 1.0
Speed scaling ratio. A value of 0
can be used to pause the particles.
NodePath
sub_emitter = NodePath("")
Path to another GPUParticles3D node that will be used as a subemitter (see ParticleProcessMaterial.sub_emitter_mode
). Subemitters can be used to achieve effects such as fireworks, sparks on collision, bubbles popping into water drops, and more.
Note: When sub_emitter
is set, the target GPUParticles3D node will no longer emit particles on its own.
bool
trail_enabled = false
If true
, enables particle trails using a mesh skinning system. Designed to work with RibbonTrailMesh
and TubeTrailMesh
.
Note: BaseMaterial3D.use_particle_trails
must also be enabled on the particle mesh's material. Otherwise, setting trail_enabled
to true
will have no effect.
Note: Unlike GPUParticles2D
, the number of trail sections and subdivisions is set in the RibbonTrailMesh
or the TubeTrailMesh
's properties.
float
trail_lifetime = 0.3
The amount of time the particle's trail should represent (in seconds). Only effective if trail_enabled
is true
.
TransformAlign transform_align = 0
void
set_transform_align ( value: TransformAlign )- TransformAlign get_transform_align ( )
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AABB
visibility_aabb = AABB(-4, -4, -4, 8, 8, 8)
The AABB
that determines the node's region which needs to be visible on screen for the particle system to be active. GeometryInstance3D.extra_cull_margin
is added on each of the AABB's axes. Particle collisions and attraction will only occur within this area.
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.
Note: visibility_aabb
is overridden by GeometryInstance3D.custom_aabb
if that property is set to a non-default value.
方法说明
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 CPUParticles3D
node.
void
emit_particle ( xform: Transform3D
, velocity: Vector3
, color: Color
, custom: Color
, flags: int
)
Emits a single particle. Whether xform
, velocity
, color
and custom
are applied depends on the value of flags
. See EmitFlags.
The default ParticleProcessMaterial will overwrite color
and use the contents of custom
as (rotation, age, animation, lifetime)
.
Mesh
get_draw_pass_mesh ( pass: int
) const1
Returns the Mesh
that is drawn at index pass
.
void
restart ( )
Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the finished
signal before calling.
Note: The finished
signal is only emitted by one_shot
emitters.
void
set_draw_pass_mesh ( pass: int
, mesh: Mesh
)
Sets the Mesh
that is drawn at index pass
.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
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。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。