Particles¶
Inherits: GeometryInstance < VisualInstance < Spatial < Node < Object
Category: Core
Brief Description¶
3D particle emitter.
Member Functions¶
| AABB | capture_aabb ( ) const |
| void | restart ( ) |
Member Variables¶
- int amount - Number of particles to emit.
- DrawOrder draw_order - Particle draw order. Uses
DRAW_ORDER_*values. Default value:DRAW_ORDER_INDEX. - Mesh draw_pass_1
- Mesh draw_pass_2
- Mesh draw_pass_3
- Mesh draw_pass_4
- int draw_passes
- bool emitting - If
trueparticles are being emitted. Default value:true. - float explosiveness - Time ratio between each emission. If
0particles are emitted continuously. If1all particles are emitted simultaneously. Default value:0. - int fixed_fps
- bool fract_delta
- float lifetime - Amount of time each particle will exist. Default value:
1. - bool local_coords - If
trueparticles use the parent node’s coordinate space. Iffalsethey use global coordinates. Default value:true. - bool one_shot - If
trueonlyamountparticles will be emitted. Default value:false. - float preprocess
- Material process_material - Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
- float randomness - Emission randomness ratio. Default value:
0. - float speed_scale - Speed scaling ratio. Default value:
1. - AABB visibility_aabb
Numeric Constants¶
- MAX_DRAW_PASSES = 4
Enums¶
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.
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 ParticlesMaterial to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial which will be applied to all particles.