Added some documentation to particles

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Bastiaan Olij 2018-06-03 11:45:30 +10:00
parent 2db0c615dd
commit c4dfef58d9

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@ -22,6 +22,7 @@
<return type="void"> <return type="void">
</return> </return>
<description> <description>
Restarts the particle emmission, clearing existing particles.
</description> </description>
</method> </method>
</methods> </methods>
@ -33,14 +34,19 @@
Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code]. Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
</member> </member>
<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> <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>
<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> <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>
<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> <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>
<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> <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>
<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes"> <member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes">
The number of draw passes when rendering particles.
</member> </member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting"> <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting">
If [code]true[/code] particles are being emitted. Default value: [code]true[/code]. If [code]true[/code] particles are being emitted. Default value: [code]true[/code].
@ -62,6 +68,7 @@
If [code]true[/code] only [code]amount[/code] particles will be emitted. Default value: [code]false[/code]. If [code]true[/code] only [code]amount[/code] particles will be emitted. Default value: [code]false[/code].
</member> </member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time"> <member name="preprocess" type="float" setter="set_pre_process_time" getter="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.
</member> </member>
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material"> <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]. [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
@ -73,6 +80,7 @@
Speed scaling ratio. Default value: [code]1[/code]. Speed scaling ratio. Default value: [code]1[/code].
</member> </member>
<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb"> <member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb">
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> </member>
</members> </members>
<constants> <constants>
@ -86,6 +94,7 @@
Particles are drawn in order of depth. Particles are drawn in order of depth.
</constant> </constant>
<constant name="MAX_DRAW_PASSES" value="4"> <constant name="MAX_DRAW_PASSES" value="4">
Maximum number of draw passes supported.
</constant> </constant>
</constants> </constants>
</class> </class>