A system which includes particle, emitter, and affector types. 更多...
import 语句: | import QtQuick3D.Particles3D |
Since: | Qt 6.2 |
继承: | Node |
This element is the root of the particle system, which handles the system timing and groups all the other related elements like particles, emitters, and affectors together. To group the system elements, they either need to be direct children of the ParticleSystem3D like this:
ParticleSystem3D { ParticleEmitter3D { ... } SpriteParticle3D { ... } }
Or if the system elements are not direct children, they need to use
system
property to point which ParticleSystem3D they belong to. Like this:
ParticleSystem3D { id: psystem } ParticleEmitter3D { system: psystem ... } SpriteParticle3D { system: psystem ... }
logging : bool |
Set this to true to collect loggingData .
注意: This property has some performance impact, so it should not be enabled in releases.
默认值为
false
.
另请参阅 loggingData .
[read-only] loggingData : ParticleSystem3DLogging |
This property contains logging data which can be useful when developing and optimizing the particle effects.
注意:
This property contains correct data only when
logging
被设为
true
and particle system is running.
另请参阅 logging .
paused : bool |
This property defines if system is currently paused. If paused is set to
true
, the particle system will not advance the simulation. When paused is set to
false
again, the simulation will resume from the same point where it was paused.
默认值为
false
.
running : bool |
This property defines if system is currently running. If running is set to
false
, the particle system will stop the simulation. All particles will be destroyed when the system is set to running again.
Running should be set to
false
when manually modifying/animating the
time
特性。
默认值为
true
.
seed : int |
This property defines the seed value used for particles randomization. With the same seed, particles effect will be identical on every run. This is useful when deterministic behavior is desired over random behavior.
默认值为
0
当
useRandomSeed
被设为
false
, and something in between
1..INT32_MAX
当
useRandomSeed
被设为
true
.
注意: This property should not be modified during the particle animations.
另请参阅 useRandomSeed .
startTime : int |
This property defines time in milliseconds where the system starts. This can be useful to warm up the system so that a set of particles has already been emitted. If for example startTime is set to 2000 and system time is animating from 0 to 1000, actually animation shows particles from 2000 to 3000ms.
默认值为
0
.
time : int |
This property defines time in milliseconds for the system.
注意:
When modifying the time property,
running
should usually be set to
false
.
Here is an example how to manually animate the system for 3 seconds, in a loop, at half speed:
ParticleSystem3D { running: false NumberAnimation on time { loops: Animation.Infinite from: 0 to: 3000 duration: 6000 } }
useRandomSeed : bool |
This property defines if particle system seed should be random or user defined. When
true
, a new random value for
seed
is generated every time particle system is restarted.
默认值为
true
.
注意: This property should not be modified during the particle animations.
另请参阅 seed .
reset () |
This method resets the internal state of the particle system to it's initial state. This can be used when
running
特性为
false
to reset the system. The
running
is
true
this method does not need to be called as the system is managing the internal state, but when it is
false
the system needs to be told when the system should be reset.