Added some documentation to particles
(cherry picked from commit c4dfef58d9
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@ -22,6 +22,7 @@
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<return type="void">
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<return type="void">
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</return>
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</return>
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<description>
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<description>
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Restarts the particle emmission, clearing existing particles.
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</description>
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</description>
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</method>
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</method>
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</methods>
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</methods>
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@ -33,14 +34,19 @@
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Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
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Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
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</member>
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</member>
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<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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[Mesh] that is drawn for the first draw pass.
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</member>
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</member>
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<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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[Mesh] that is drawn for the second draw pass.
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</member>
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</member>
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<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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[Mesh] that is drawn for the third draw pass.
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</member>
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</member>
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<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
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[Mesh] that is drawn for the fourth draw pass.
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</member>
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</member>
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<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes">
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<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes">
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The number of draw passes when rendering particles.
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</member>
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting">
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting">
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If [code]true[/code] particles are being emitted. Default value: [code]true[/code].
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If [code]true[/code] particles are being emitted. Default value: [code]true[/code].
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@ -62,6 +68,7 @@
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If [code]true[/code] only [code]amount[/code] particles will be emitted. Default value: [code]false[/code].
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If [code]true[/code] only [code]amount[/code] particles will be emitted. Default value: [code]false[/code].
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</member>
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</member>
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<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time">
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<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time">
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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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</member>
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</member>
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<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
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<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
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[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
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[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
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Speed scaling ratio. Default value: [code]1[/code].
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Speed scaling ratio. Default value: [code]1[/code].
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</member>
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</member>
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<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb">
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<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb">
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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.
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</member>
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</member>
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</members>
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</members>
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<constants>
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<constants>
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@ -86,6 +94,7 @@
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Particles are drawn in order of depth.
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Particles are drawn in order of depth.
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</constant>
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</constant>
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<constant name="MAX_DRAW_PASSES" value="4">
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<constant name="MAX_DRAW_PASSES" value="4">
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Maximum number of draw passes supported.
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</constant>
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</constant>
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</constants>
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</constants>
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</class>
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</class>
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