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Inherits: :ref:`GeometryInstance3D<class_GeometryInstance3D>` < :ref:`VisualInstance3D<class_VisualInstance3D>` < :ref:`Node3D<class_Node3D>` < :ref:`Node<class_Node>` < :ref:`Object<class_Object>`
A 3D particle emitter.
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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 the process_material
property to add a :ref:`ParticleProcessMaterial<class_ParticleProcessMaterial>` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial<class_ShaderMaterial>` which will be applied to all particles.
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- :doc:`Particle systems (3D) <../tutorials/3d/particles/index>`
- :doc:`Controlling thousands of fish with Particles <../tutorials/performance/vertex_animation/controlling_thousands_of_fish>`
- Third Person Shooter Demo
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.. rst-class:: classref-signal
finished ( )
Emitted when all active particles have finished processing. When :ref:`one_shot<class_GPUParticles3D_property_one_shot>` is disabled, particles will process continuously, so this is never emitted.
Note: Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
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enum DrawOrder:
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:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` DRAW_ORDER_INDEX = 0
Particles are drawn in the order emitted.
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:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` DRAW_ORDER_LIFETIME = 1
Particles are drawn in order of remaining lifetime.
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:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` DRAW_ORDER_REVERSE_LIFETIME = 2
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:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` DRAW_ORDER_VIEW_DEPTH = 3
Particles are drawn in order of depth.
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enum EmitFlags:
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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_POSITION = 1
Particle starts at the specified position.
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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_ROTATION_SCALE = 2
Particle starts with specified rotation and scale.
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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_VELOCITY = 4
Particle starts with the specified velocity vector, which defines the emission direction and speed.
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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_COLOR = 8
Particle starts with specified color.
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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_CUSTOM = 16
Particle starts with specified CUSTOM
data.
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enum TransformAlign:
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:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` TRANSFORM_ALIGN_DISABLED = 0
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:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` TRANSFORM_ALIGN_Z_BILLBOARD = 1
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:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` TRANSFORM_ALIGN_Y_TO_VELOCITY = 2
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:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY = 3
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MAX_DRAW_PASSES = 4
Maximum number of draw passes supported.
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.. rst-class:: classref-property
:ref:`int<class_int>` amount = 8
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- void set_amount ( :ref:`int<class_int>` value )
- :ref:`int<class_int>` get_amount ( )
Number of particles to emit.
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:ref:`float<class_float>` collision_base_size = 0.01
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- void set_collision_base_size ( :ref:`float<class_float>` value )
- :ref:`float<class_float>` get_collision_base_size ( )
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.. rst-class:: classref-property
:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` draw_order = 0
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- void set_draw_order ( :ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` value )
- :ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` get_draw_order ( )
Particle draw order. Uses :ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` values.
Note: :ref:`DRAW_ORDER_INDEX<class_GPUParticles3D_constant_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.
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:ref:`Mesh<class_Mesh>` draw_pass_1
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- void set_draw_pass_mesh ( :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh )
- :ref:`Mesh<class_Mesh>` get_draw_pass_mesh ( :ref:`int<class_int>` pass ) |const|
:ref:`Mesh<class_Mesh>` that is drawn for the first draw pass.
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:ref:`Mesh<class_Mesh>` draw_pass_2
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- void set_draw_pass_mesh ( :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh )
- :ref:`Mesh<class_Mesh>` get_draw_pass_mesh ( :ref:`int<class_int>` pass ) |const|
:ref:`Mesh<class_Mesh>` that is drawn for the second draw pass.
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:ref:`Mesh<class_Mesh>` draw_pass_3
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- void set_draw_pass_mesh ( :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh )
- :ref:`Mesh<class_Mesh>` get_draw_pass_mesh ( :ref:`int<class_int>` pass ) |const|
:ref:`Mesh<class_Mesh>` that is drawn for the third draw pass.
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:ref:`Mesh<class_Mesh>` draw_pass_4
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- void set_draw_pass_mesh ( :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh )
- :ref:`Mesh<class_Mesh>` get_draw_pass_mesh ( :ref:`int<class_int>` pass ) |const|
:ref:`Mesh<class_Mesh>` that is drawn for the fourth draw pass.
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:ref:`int<class_int>` draw_passes = 1
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- void set_draw_passes ( :ref:`int<class_int>` value )
- :ref:`int<class_int>` get_draw_passes ( )
The number of draw passes when rendering particles.
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:ref:`Skin<class_Skin>` draw_skin
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- void set_skin ( :ref:`Skin<class_Skin>` value )
- :ref:`Skin<class_Skin>` get_skin ( )
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:ref:`bool<class_bool>` emitting = true
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- void set_emitting ( :ref:`bool<class_bool>` value )
- :ref:`bool<class_bool>` is_emitting ( )
If true
, particles are being emitted. :ref:`emitting<class_GPUParticles3D_property_emitting>` can be used to start and stop particles from emitting. However, if :ref:`one_shot<class_GPUParticles3D_property_one_shot>` is true
setting :ref:`emitting<class_GPUParticles3D_property_emitting>` to true
will not restart the emission cycle until after all active particles finish processing. You can use the :ref:`finished<class_GPUParticles3D_signal_finished>` signal to be notified once all active particles finish processing.
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.. rst-class:: classref-property
:ref:`float<class_float>` explosiveness = 0.0
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- void set_explosiveness_ratio ( :ref:`float<class_float>` value )
- :ref:`float<class_float>` get_explosiveness_ratio ( )
Time ratio between each emission. If 0
, particles are emitted continuously. If 1
, all particles are emitted simultaneously.
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.. rst-class:: classref-property
:ref:`int<class_int>` fixed_fps = 30
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- void set_fixed_fps ( :ref:`int<class_int>` value )
- :ref:`int<class_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 simulation of the particle system itself.
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.. rst-class:: classref-property
:ref:`bool<class_bool>` fract_delta = true
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- void set_fractional_delta ( :ref:`bool<class_bool>` value )
- :ref:`bool<class_bool>` get_fractional_delta ( )
If true
, results in fractional delta calculation which has a smoother particles display effect.
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.. rst-class:: classref-property
:ref:`bool<class_bool>` interpolate = true
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- void set_interpolate ( :ref:`bool<class_bool>` value )
- :ref:`bool<class_bool>` get_interpolate ( )
Enables particle interpolation, which makes the particle movement smoother when their :ref:`fixed_fps<class_GPUParticles3D_property_fixed_fps>` is lower than the screen refresh rate.
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:ref:`float<class_float>` lifetime = 1.0
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- void set_lifetime ( :ref:`float<class_float>` value )
- :ref:`float<class_float>` get_lifetime ( )
Amount of time each particle will exist.
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:ref:`bool<class_bool>` local_coords = false
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- void set_use_local_coordinates ( :ref:`bool<class_bool>` value )
- :ref:`bool<class_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 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.
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:ref:`bool<class_bool>` one_shot = false
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- void set_one_shot ( :ref:`bool<class_bool>` value )
- :ref:`bool<class_bool>` get_one_shot ( )
If true
, only amount
particles will be emitted.
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.. rst-class:: classref-property
:ref:`float<class_float>` preprocess = 0.0
.. rst-class:: classref-property-setget
- void set_pre_process_time ( :ref:`float<class_float>` value )
- :ref:`float<class_float>` get_pre_process_time ( )
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
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:ref:`Material<class_Material>` process_material
.. rst-class:: classref-property-setget
- void set_process_material ( :ref:`Material<class_Material>` value )
- :ref:`Material<class_Material>` get_process_material ( )
:ref:`Material<class_Material>` for processing particles. Can be a :ref:`ParticleProcessMaterial<class_ParticleProcessMaterial>` or a :ref:`ShaderMaterial<class_ShaderMaterial>`.
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:ref:`float<class_float>` randomness = 0.0
.. rst-class:: classref-property-setget
- void set_randomness_ratio ( :ref:`float<class_float>` value )
- :ref:`float<class_float>` get_randomness_ratio ( )
Emission randomness ratio.
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.. rst-class:: classref-property
:ref:`float<class_float>` speed_scale = 1.0
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- void set_speed_scale ( :ref:`float<class_float>` value )
- :ref:`float<class_float>` get_speed_scale ( )
Speed scaling ratio. A value of 0
can be used to pause the particles.
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.. rst-class:: classref-property
:ref:`NodePath<class_NodePath>` sub_emitter = NodePath("")
.. rst-class:: classref-property-setget
- void set_sub_emitter ( :ref:`NodePath<class_NodePath>` value )
- :ref:`NodePath<class_NodePath>` get_sub_emitter ( )
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.. rst-class:: classref-property
:ref:`bool<class_bool>` trail_enabled = false
.. rst-class:: classref-property-setget
- void set_trail_enabled ( :ref:`bool<class_bool>` value )
- :ref:`bool<class_bool>` is_trail_enabled ( )
If true
, enables particle trails using a mesh skinning system. Designed to work with :ref:`RibbonTrailMesh<class_RibbonTrailMesh>` and :ref:`TubeTrailMesh<class_TubeTrailMesh>`.
Note: :ref:`BaseMaterial3D.use_particle_trails<class_BaseMaterial3D_property_use_particle_trails>` must also be enabled on the particle mesh's material. Otherwise, setting :ref:`trail_enabled<class_GPUParticles3D_property_trail_enabled>` to true
will have no effect.
Note: Unlike :ref:`GPUParticles2D<class_GPUParticles2D>`, the number of trail sections and subdivisions is set in the :ref:`RibbonTrailMesh<class_RibbonTrailMesh>` or the :ref:`TubeTrailMesh<class_TubeTrailMesh>`'s properties.
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:ref:`float<class_float>` trail_lifetime = 0.3
.. rst-class:: classref-property-setget
- void set_trail_lifetime ( :ref:`float<class_float>` value )
- :ref:`float<class_float>` get_trail_lifetime ( )
The amount of time the particle's trail should represent (in seconds). Only effective if :ref:`trail_enabled<class_GPUParticles3D_property_trail_enabled>` is true
.
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.. rst-class:: classref-property
:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` transform_align = 0
.. rst-class:: classref-property-setget
- void set_transform_align ( :ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` value )
- :ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` get_transform_align ( )
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.. rst-class:: classref-property
:ref:`AABB<class_AABB>` visibility_aabb = AABB(-4, -4, -4, 8, 8, 8)
.. rst-class:: classref-property-setget
- void set_visibility_aabb ( :ref:`AABB<class_AABB>` value )
- :ref:`AABB<class_AABB>` get_visibility_aabb ( )
The :ref:`AABB<class_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 :ref:`AABB<class_AABB>` can be grown via code or with the Particles → Generate AABB editor tool.
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:ref:`AABB<class_AABB>` capture_aabb ( ) |const|
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
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void convert_from_particles ( :ref:`Node<class_Node>` particles )
Sets this node's properties to match a given :ref:`CPUParticles3D<class_CPUParticles3D>` node.
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.. rst-class:: classref-method
void emit_particle ( :ref:`Transform3D<class_Transform3D>` xform, :ref:`Vector3<class_Vector3>` velocity, :ref:`Color<class_Color>` color, :ref:`Color<class_Color>` custom, :ref:`int<class_int>` flags )
Emits a single particle. Whether xform
, velocity
, color
and custom
are applied depends on the value of flags
. See :ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>`.
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.. rst-class:: classref-method
:ref:`Mesh<class_Mesh>` get_draw_pass_mesh ( :ref:`int<class_int>` pass ) |const|
Returns the :ref:`Mesh<class_Mesh>` that is drawn at index pass
.
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.. rst-class:: classref-method
void restart ( )
Restarts the particle emission, clearing existing particles.
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.. rst-class:: classref-method
void set_draw_pass_mesh ( :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh )
Sets the :ref:`Mesh<class_Mesh>` that is drawn at index pass
.