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class_particles

reduz edited this page Feb 23, 2014 · 10 revisions

Particles

Inherits: geometryinstance\ Category: Core\

Brief Description

Particle system 3D Node

Member Functions

Numeric Constants

  • VAR_LIFETIME = 0
  • VAR_SPREAD = 1
  • VAR_GRAVITY = 2
  • VAR_LINEAR_VELOCITY = 3
  • VAR_ANGULAR_VELOCITY = 4
  • VAR_LINEAR_ACCELERATION = 5
  • VAR_DRAG = 6
  • VAR_TANGENTIAL_ACCELERATION = 7
  • VAR_INITIAL_SIZE = 9
  • VAR_FINAL_SIZE = 10
  • VAR_INITIAL_ANGLE = 11
  • VAR_HEIGHT = 12
  • VAR_HEIGHT_SPEED_SCALE = 13
  • VAR_MAX = 14

Description

Particles is a particle system 3D node that is used to simulate several types of particle effects, such as explosions, rain, snow, fireflies, or other magical-like shinny sparkles. Particles are drawn using impostors, and given their dynamic behavior, the user must provide a visibility AABB (although helpers to create one automatically exist).

Member Function Description

== set_amount ==

  • void #set_amount( int amount ) \ Set total amount of particles in the system. == get_amount ==
  • int #get_amount(****) const \ Return the total amount of particles in the system. == set_emitting ==
  • void #set_emitting( bool enabled ) \ Set the "emitting" property state. When emitting, the particle system generates new particles at constant rate. == is_emitting ==
  • bool #is_emitting(****) const \ Return the "emitting" property state (see #set_emitting). == set_visibility_aabb ==
  • void #set_visibility_aabb( AABB aabb ) \ Set the visibility AABB for the particle system, since the default one will not work properly most of the time. == get_visibility_aabb ==
  • AABB #get_visibility_aabb(****) const \ Return the current visibility AABB. == set_emission_half_extents ==
  • void #set_emission_half_extents( Vector3 half_extents ) \ Set the half extents for the emission box. == get_emission_half_extents ==
  • Vector3 #get_emission_half_extents(****) const \ Return the half extents for the emission box. == set_gravity_normal ==
  • void #set_gravity_normal( Vector3 normal ) \ Set the normal vector towards where gravity is pulling (by default, negative Y). == get_gravity_normal ==
  • Vector3 #get_gravity_normal(****) const \ Return the normal vector towards where gravity is pulling (by default, negative Y). == set_variable ==
  • void #set_variable( int variable, real value ) \ Set a specific variable for the particle system (see VAR_* enum). == get_variable ==
  • real #get_variable( int variable ) const \ Return a specific variable for the particle system (see VAR_* enum). == set_randomness ==
  • void #set_randomness( int variable, real randomness ) \ Set the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted. == get_randomness ==
  • real #get_randomness( int arg0 ) const \ Return the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted. == set_color_phase_pos ==
  • void #set_color_phase_pos( int phase, real pos ) \ Set the position of a color phase (0 to 1) == get_color_phase_pos ==
  • real #get_color_phase_pos( int phase ) const \ Return the position of a color phase (0 to 1) == set_color_phase_color ==
  • void #set_color_phase_color( int phase, Color color ) \ Set the color of a color phase. == get_color_phase_color ==
  • Color #get_color_phase_color( int phase ) const \ Return the color of a color phase. == set_material ==
  • void #set_material( Material material ) \ Set the material used to draw particles == get_material ==
  • Material #get_material(****) const \ Return the material used to draw particles

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