Fix spelling errors

This commit is contained in:
skyace65 2018-01-23 22:48:44 -05:00
parent 48555fcda4
commit 1692fc4b6d
4 changed files with 186 additions and 171 deletions

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@ -22,9 +22,21 @@ Particles2D
Particle systems are added to the scene via the
:ref:`Particles2D <class_Particles2D>`
node. They are enabled by default and start emitting white points
downwards (as affected by the gravity). This provides a reasonable
starting point to start adapting it to our needs.
node. However, after creating that node you will notice that only a white dot was created,
and that there is a warning icon next to your Particles2D node in the inspector. This
is because the node needs a ParticlesMaterial to function.
ParticlesMaterial
~~~~~~~~~~~~~~~~~
To add a process material to your particles node, go to Process Material in
your inspector panel. Click on the box next to material, and from the dropdown
menu select New Particles Material.
.. image:: img/particles_material.png
Your Particles2D node should now be emitting
white points downward.
.. image:: img/particles1.png
@ -37,129 +49,8 @@ the relevant texture property:
.. image:: img/particles2.png
Physics variables
-----------------
Before taking a look at the global parameters for the particle system,
let's first see what happens when the physics variables are tweaked.
Direction
---------
This is the base angle at which particles emit. Default is 0 (down):
.. image:: img/paranim1.gif
Changing it will change the emissor direction, but gravity will still
affect them:
.. image:: img/paranim2.gif
This parameter is useful because, by rotating the node, gravity will
also be rotated. Changing direction keeps them separate.
Spread
------
Spread is the angle at which particles will randomly be emitted.
Increasing the spread will increase the angle. A spread of 180 will emit
in all directions.
.. image:: img/paranim3.gif
Linear velocity
---------------
Linear velocity is the speed at which particles will be emitted (in
pixels/sec). Speed might later be modified by gravity or other
accelerations (as described further below).
.. image:: img/paranim4.gif
Spin velocity
-------------
Spin velocity is the speed at which particles turn around their center
(in degrees/sec).
.. image:: img/paranim5.gif
Orbit velocity
--------------
Orbit velocity is used to make particles turn around their center.
.. image:: img/paranim6.gif
Gravity direction & strength
----------------------------
Gravity can be modified as in direction and strength. Gravity affects
every particle currently alive.
.. image:: img/paranim7.gif
Radial acceleration
-------------------
If this acceleration is positive, particles are accelerated away from
the center. If negative, they are absorbed towards it.
.. image:: img/paranim8.gif
Tangential acceleration
-----------------------
This acceleration will use the tangent vector to the center. Combining
with radial acceleration can do nice effects.
.. image:: img/paranim9.gif
Damping
-------
Damping applies friction to the particles, forcing them to stop. It is
especially useful for sparks or explosions, which usually begin with a
high linear velocity and then stop as they fade.
.. image:: img/paranim10.gif
Initial angle
-------------
Determines the initial angle of the particle (in degress). This parameter
is mostly useful randomized.
.. image:: img/paranim11.gif
Initial & final size
--------------------
Determines the initial and final scales of the particle.
.. image:: img/paranim12.gif
Color phases
------------
Particles can use up to 4 color phases. Each color phase can include
transparency.
Phases must provide an offset value from 0 to 1, and always in
ascending order. For example, a color will begin at offset 0 and end
in offset 1, but 4 colors might use different offsets, such as 0, 0.2,
0.8 and 1.0 for the different phases:
.. image:: img/particlecolorphases.png
Will result in:
.. image:: img/paranim13.gif
Global parameters
-----------------
These parameters affect the behavior of the entire system.
Time Parameters
===============
Lifetime
--------
@ -175,15 +66,11 @@ Lifetime: 4.0
.. image:: img/paranim15.gif
Timescale
---------
One Shot
--------
It happens often that the effect achieved is perfect, except too fast or
too slow. Timescale helps adjust the overall speed.
Timescale everything 2x:
.. image:: img/paranim16.gif
When enabled, a Particles2D node will emit all of it's particles once
and then never again.
Preprocess
----------
@ -194,45 +81,12 @@ a torch, mist, etc begin emitting the moment you enter. Preprocess is
used to let the system process a given amount of seconds before it is
actually shown the first time.
Emit timeout
------------
This variable will switch emission off after given amount of seconds
being on. When zero, it is disabled.
Offset
------
Allows to move the emission center away from the center
Half extents
------------
Makes the center (by default 1 pixel) wider, to the size in pixels
desired. Particles will emit randomly inside this area.
.. image:: img/paranim17.gif
It is also possible to set an emission mask by using this value. Check
the "Particles" menu on the 2D scene editor viewport and select your
favorite texture. Opaque pixels will be used as potential emission
location, while transparent ones will be ignored:
.. image:: img/paranim19.gif
Local space
Speed Scale
-----------
By default this option is on, and it means that the space that particles
are emitted to is contained within the node. If the node is moved, all
particles are moved with it:
.. image:: img/paranim20.gif
If disabled, particles will emit to global space, meaning that if the
node is moved, the emissor is moved too:
.. image:: img/paranim21.gif
The speed scale has a default value of 1, and is used to adjust the
speed of a particle system. Lowering the value will make the particles
slower, increaseing the value will make the particles much faster.
Explosiveness
-------------
@ -258,3 +112,164 @@ All physics parameters can be randomized. Random variables go from 0 to
::
initial_value = param_value + param_value*randomness
Fixed FPS
---------
This setting can be used to set the particle system to render at a fixed
FPS. For instance, changing the FPS to 2 will make the particles render
every 2 frames a second, however it will not slow down.
Fract Delta
-----------
This can be used to turn Fract Delta on or off.
Drawing Parameters
==================
Visability Rect
---------------
The W and H values control width and height of the visability rectnagle
respectively. The X and Y values control the position of the Upper left
corner of the visability rectangle relative to the particle emitter.
Local Coords
------------
By default this option is on, and it means that the space that particles
are emitted to is contained within the node. If the node is moved, all
particles are moved with it:
.. image:: img/paranim20.gif
If disabled, particles will emit to global space, meaning that if the
node is moved, the emissor is moved too:
.. image:: img/paranim21.gif
Draw Order
----------
The particle draw order can be set to index or lifetime.
ParticlesMaterial settings
==========================
Direction
---------
This is the base angle at which particles emit. Default is 0 (down):
.. image:: img/paranim1.gif
Changing it will change the emissor direction, but gravity will still
affect them:
.. image:: img/paranim2.gif
This parameter is useful because, by rotating the node, gravity will
also be rotated. Changing direction keeps them separate.
Spread
------
Spread is the angle at which particles will randomly be emitted.
Increasing the spread will increase the angle. A spread of 180 will emit
in all directions.
.. image:: img/paranim3.gif
Gravity
-------
The gravity applied to every particle.
.. image:: img/paranim7.gif
Initial Velocity
----------------
Linear velocity is the speed at which particles will be emitted (in
pixels/sec). Speed might later be modified by gravity or other
accelerations (as described further below).
.. image:: img/paranim4.gif
Angular Velocity
----------------
Angular velocity is the inital angular velocity applied to particles.
Spin Velocity
-------------
Spin velocity is the speed at which particles turn around their center
(in degrees/sec).
.. image:: img/paranim5.gif
Orbit Velocity
--------------
Orbit velocity is used to make particles turn around their center.
.. image:: img/paranim6.gif
Linear Acceleration
-------------------
The linear acceleration applied to each particle.
Radial Acceleration
-------------------
If this acceleration is positive, particles are accelerated away from
the center. If negative, they are absorbed towards it.
.. image:: img/paranim8.gif
Tangential Acceleration
-----------------------
This acceleration will use the tangent vector to the center. Combining
with radial acceleration can do nice effects.
.. image:: img/paranim9.gif
Damping
-------
Damping applies friction to the particles, forcing them to stop. It is
especially useful for sparks or explosions, which usually begin with a
high linear velocity and then stop as they fade.
.. image:: img/paranim10.gif
Angle
-----
Determines the initial angle of the particle (in degress). This parameter
is mostly useful randomized.
.. image:: img/paranim11.gif
Scale
-----
Determines the initial scale of the particles.
.. image:: img/paranim12.gif
Color
-----
Used to change the color of the particles being emitted.
Hue variation
-------------
The variation value sets the inital hue variation applied to each
particle. The Variation rand value controls the hue variation
randomness ratio.