Particle Concept
粒子概念
In the heart of the particle simulation is the ParticleSystem
which controls the shared timeline. A scene can have several particles systems, each of them with an independent time-line. A particle is emitted using an Emitter
element and visualized with a ParticlePainter
, which can be an image, QML item or a shader item. An emitter provides also the direction for particle using a vector space. Particle ones emitted can’t be manipulated by the emitter anymore. The particle module provides the Affector
, which allows manipulating parameters of the particle after it has been emitted.
粒子仿真的核心是控制共享时间线的ParticleSystem。一个场景可以有多个粒子系统,每个粒子系统都有一条独立的时间线。粒子是使用发射器Emitter
元素类型发射的,并使用particlePaint(可以是图像、QML项或着色器项)进行可视化。发射器还使用向量空间为粒子提供方向。发射后的粒子不能再由发射器操纵。“粒子”模块提供“Affector
”,允许在粒子发射后操纵粒子的参数。
Particles in a system can share timed transitions using the ParticleGroup
element. By default, every particle is on the empty (‘’) group.
系统中的粒子可以使用ParticleGroup元素类型共享定时过渡。默认情况下,每个粒子都位于空(“”)组上。
ParticleSystem
- manages shared time-line between emittersParticleSystem
- 管理发射器之间的共享时间线Emitter
- emits logical particles into the systemEmitter
- 将逻辑粒子发射到系统中ParticlePainter
- particles are visualized by a particle painterParticlePainter
- 粒子由粒子绘图器可视化Direction
- vector space for emitted particlesDirection
- 发射粒子的向量空间ParticleGroup
- every particle is a member of a groupParticleGroup
- 每个粒子都是一个组的成员Affector
- manipulates particles after they have been emittedAffector
- 在粒子发射后操纵粒子