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GPUParticles3D¶
Inherits: 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 the process_material
property to add a ParticleProcessMaterial to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial which will be applied to all particles.
教程¶
属性¶
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Methods¶
capture_aabb ( ) const |
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void |
convert_from_particles ( Node particles ) |
void |
emit_particle ( Transform3D xform, Vector3 velocity, Color color, Color custom, int flags ) |
get_draw_pass_mesh ( int pass ) const |
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void |
restart ( ) |
void |
set_draw_pass_mesh ( int pass, Mesh mesh ) |
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.
Note: Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
Enumerations¶
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.
DrawOrder DRAW_ORDER_REVERSE_LIFETIME = 2
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
TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD = 1
TransformAlign TRANSFORM_ALIGN_Y_TO_VELOCITY = 2
TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY = 3
常量¶
MAX_DRAW_PASSES = 4
Maximum number of draw passes supported.
Property Descriptions¶
int amount = 8
Number of particles to emit.
float collision_base_size = 0.01
There is currently no description for this property. Please help us by contributing one!
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 =