<?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticles3D" inherits="GeometryInstance3D" version="4.0"> <brief_description> 3D particle emitter. </brief_description> <description> 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 [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> </tutorials> <methods> <method name="capture_aabb" qualifiers="const"> <return type="AABB"> </return> <description> Returns the axis-aligned bounding box that contains all the particles that are active in the current frame. </description> </method> <method name="get_draw_pass_mesh" qualifiers="const"> <return type="Mesh"> </return> <argument index="0" name="pass" type="int"> </argument> <description> Returns the [Mesh] that is drawn at index [code]pass[/code]. </description> </method> <method name="restart"> <return type="void"> </return> <description> Restarts the particle emission, clearing existing particles. </description> </method> <method name="set_draw_pass_mesh"> <return type="void"> </return> <argument index="0" name="pass" type="int"> </argument> <argument index="1" name="mesh" type="Mesh"> </argument> <description> Sets the [Mesh] that is drawn at index [code]pass[/code]. </description> </method> </methods> <members> <member name="amount" type="int" setter="set_amount" getter="get_amount" default="8"> Number of particles to emit. </member> <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles3D.DrawOrder" default="0"> Particle draw order. Uses [enum DrawOrder] values. </member> <member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> [Mesh] that is drawn for the first draw pass. </member> <member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> [Mesh] that is drawn for the second draw pass. </member> <member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> [Mesh] that is drawn for the third draw pass. </member> <member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> [Mesh] that is drawn for the fourth draw pass. </member> <member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1"> The number of draw passes when rendering particles. </member> <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="false"> If [code]true[/code], particles are being emitted. </member> <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0"> Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously. </member> <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0"> The particle system's frame rate is fixed to a value. For instance, 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. </member> <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true"> If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. </member> <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0"> Amount of time each particle will exist. </member> <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true"> If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> If [code]true[/code], only [code]amount[/code] particles will be emitted. </member> <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0"> Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting. </member> <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material"> [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial]. </member> <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0"> Emission randomness ratio. </member> <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles. </member> <member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )"> The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active. </member> </members> <constants> <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder"> Particles are drawn in the order emitted. </constant> <constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder"> Particles are drawn in order of remaining lifetime. </constant> <constant name="DRAW_ORDER_VIEW_DEPTH" value="2" enum="DrawOrder"> Particles are drawn in order of depth. </constant> <constant name="MAX_DRAW_PASSES" value="4"> Maximum number of draw passes supported. </constant> </constants> </class>