Zh/Control Point (particles): Difference between revisions

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* 一个关联[[entity|实体]]
* 一个关联[[entity|实体]]


The meanings of these values are flexible however, and "cheats" such storing an [[RGB]] colour in the origin value are supported.
无论如何这些值的意义是灵活的,and "cheats" such storing an [[RGB]] colour in the origin value are supported.


Particle systems inherit the control points of their parents.
粒子系统继承了其父系统的控制点.
粒子系统继承了其父系统的控制点


{{note|Control Points 0 (<code>vecOrigin</code>) and 1 (<code>vecStart</code>) are defined when dispatching from the server. Be aware of this when choosing which CPs to use in your system.}}
{{note|控制点0(<code>vecOrigin</code>)和1(<code>vecStart</code>)从服务器调度时被定义。当选择哪个控制点用在你的系统中时要意识到这点。}}


== Defining ==
== 定义 ==


=== Within a particle system ===
=== 在粒子系统中 ===


Use one of these Operators:
用以下操纵器的其中之一:


* [[Set Control Point Positions]]
* [[Set Control Point Positions|设置操纵点位置]]
* [[Set Control Point To Particles' Center]]
* [[Set Control Point To Particles' Center|对粒子中心设置操纵点]]
* [[Set Control Point To Player]]
* [[Set Control Point To Player|对玩家设置操作点]]
* [[Set child control points from particle positions]]
* [[Set child control points from particle positions|从粒子位置设置子操纵点]]
* [[Movement Match Particle Velocities]]
* [[Movement Match Particle Velocities|动作匹配粒子速度]]


=== In a map ===
=== 在地图中 ===


Fill in the fields of the [[info_particle_system]] used to spawn the system. CP0 is the origin of the entity.
在场地上填充[[info_particle_system|info_particle_system实体]]来产生系统。控制点0是实体的原点。


=== In code ===
=== 在代码中 ===


See [[Particles In Code#Control points]].
[[Particles In Code#Control points|代码中的粒子#控制点]].


=== In a QC ===
=== 在QC文件中 ===


{{confirm|It is not possible to configure control points when [[compiling a model]].}} However, see the [[Position on Model Random]] initializer.
{{confirm|[[compiling a model|编译模型]]时不可能配置操纵点}} 无论如何,见[[Position on Model Random|模型随机位置]]初始化器。


== Mapping to other values ==
== 映射到其他值 ==


<div style="display:inline-block;width:49%;vertical-align:top;">
<div style="display:inline-block;width:49%;vertical-align:top;">
=== Mapping functions ===
=== 映射函数 ===
; Operators
; Operators
: [[Remap Control Point to Scalar]]
: [[Remap Control Point to Scalar]]
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<div style="display:inline-block;width:49%;vertical-align:top;">
<div style="display:inline-block;width:49%;vertical-align:top;">
=== Potential targets ===
=== 潜在目标 ===
<div style="display:inline-block;width:49%;vertical-align:top;">
<div style="display:inline-block;width:49%;vertical-align:top;">
; Scalar
; Scalar
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</div>
</div>


=== Other ===
=== 其他 ===


These sample values from CPs rather than remapping their literal values:
These sample values from CPs rather than remapping their literal values:


* [[Color Light from Control Point]]
* [[Color Light from Control Point|来着控制点的颜色光照]]
* [[Velocity Inherit from Control Point]]
* [[Velocity Inherit from Control Point|继承控制点的速度]]


== Spawning children at control points ==
== 在控制点产生子系统 ==


By default, child systems spawn at their parent's origin. To change this, use one of the "Position" Initializers with a reference to the appropriate CP number.
默认情况下,子系统在它们的父系统的原点产生。用一个"位置"初始化器并引用一个正确的控制点编号可以改变出生点。


[[Category:Particle System]]
[[Category:Particle System]]
[[Category:Glossary]]
[[Category:Glossary]]

Revision as of 06:08, 9 August 2014

Template:Otherlang2

控制点用来在粒子系统之间传递数据。一个系统可以拥有多达64个控制点,每个都能存储以下内容:

无论如何这些值的意义是灵活的,and "cheats" such storing an RGB colour in the origin value are supported.

粒子系统继承了其父系统的控制点.

Note.png注意:控制点0(vecOrigin)和1(vecStart)从服务器调度时被定义。当选择哪个控制点用在你的系统中时要意识到这点。

定义

在粒子系统中

用以下操纵器的其中之一:

在地图中

在场地上填充info_particle_system实体来产生系统。控制点0是实体的原点。

在代码中

代码中的粒子#控制点.

在QC文件中

证实:编译模型时不可能配置操纵点

无论如何,见模型随机位置初始化器。

映射到其他值

映射函数

Operators
Remap Control Point to Scalar
Remap Distance to Control Point to Scalar
Remap Distance Between Two Control Points to Scalar
Initializers
Remap Control Point to Vector
Note.png注意:There is no 'CP to Vector' operator, just this initializer. The reasons for this omission are not clear.
Remap Control Point to Scalar
Remap Initial Distance to Control Point to Scalar

潜在目标

Scalar
Lifespan
Creation time
Radius
Roll speed
Alpha
Alpha alternate
Sequence number
Sequence number 1
Trail length
Particle ID
Yaw
Vector
Position
Roll
RGB Colour (normalised)

其他

These sample values from CPs rather than remapping their literal values:

在控制点产生子系统

默认情况下,子系统在它们的父系统的原点产生。用一个"位置"初始化器并引用一个正确的控制点编号可以改变出生点。