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Acts as the physical point in space in white Particles are created from. Also manages how to fire particles, including velocity, offset and length of firing (or 'ejection'). More...
Public Member Functions | |
void | reload () |
Reloads this emitter. | |
Public Attributes | |
ParticleEmitterData | |
Point3F | alignDirection |
The direction aligned particles should face, defined as the 3 F32 values of X Y Z. | |
bool | alignParticles |
If true, particles always face along a particular axis. | |
float | ambientFactor |
Used to generate the final particle color by interpolating between the particle color and the particle color multiplied by the ambient color. | |
ParticleBlendStyle | blendStyle |
Pre-defined blend factor setting. Use integer value. BlendNormal = 1, BlendAdditive = 2, BlendSubtractive = 3, BlendPremultAlpha = 4, BlendGreyscale = 5. | |
float | ejectionOffset |
Z offset from emitter point to eject from. | |
int | ejectionPeriodMS |
Time, in Milliseconds, between particle ejection. | |
float | ejectionVelocity |
Ejection velocity. | |
bool | highResOnly |
This particle system should not use the mixed-resolution renderer. If your particle system has large amounts of overdraw, consider disabling this option. | |
int | lifetimeMS |
Lifetime of particles. | |
int | lifetimeVarianceMS |
Variance in lifetime from 0 milliseconds to n. | |
bool | orientOnVelocity |
If true, Particles will face the screen at the start. | |
bool | orientParticles |
If true, Particles will always face the screen. | |
bool | overrideAdvance |
If false, particles emitted in the same frame have their positions adjusted. If true, adjustment is skipped and particles will clump together. | |
string | particles |
Used to load particle data directly from a string. | |
int | periodVarianceMS |
Variance in ejection period between 0 milliseconds and n. | |
float | phiReferenceVel |
Reference angle, from the vertical plane, to eject from. | |
float | phiVariance |
Variance from the reference angle, from 0 to n. | |
bool | renderReflection |
Enables this particle emitter to render into reflective surfaces like water. | |
bool | reverseOrder |
If true, reverses draw order of particles. | |
float | softnessDistance |
For soft particles, the distance (in meters) where particles will be faded based on the difference in depth between the particle and the scene geometry. | |
bool | sortParticles |
If true, particles are sorted back-to-front. | |
string | textureName |
Emitter texture file to override particle textures. | |
float | thetaMax |
Maximum angle, from the horizontal plane, to eject from. | |
float | thetaMin |
Minimum angle, from the horizontal plane, to eject from. | |
bool | useEmitterColors |
If true, will use emitter specified colors instead of datablock colors. | |
bool | useEmitterSizes |
If true, will use emitter specified sizes instead of datablock sizes. | |
float | velocityVariance |
Variance for velocity between 0 and n. |
Acts as the physical point in space in white Particles are created from. Also manages how to fire particles, including velocity, offset and length of firing (or 'ejection').
datablock ParticleEmitterData(GrenadeExpDustEmitter) { ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 15; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 85; thetaMax = 85; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; lifetimeMS = 200; particles = "GrenadeExpDust"; };
void ParticleEmitterData::reload | ( | ) |
Reloads this emitter.
// Get the editor's current particle emitter %emitter = PE_EmitterEditor.currEmitter // Change a field value %emitter.setFieldValue(%propertyField,%value); // Reload this emitter %emitter.reload();
The direction aligned particles should face, defined as the 3 F32 values of X Y Z.
If true, particles always face along a particular axis.
Used to generate the final particle color by interpolating between the particle color and the particle color multiplied by the ambient color.
Pre-defined blend factor setting. Use integer value. BlendNormal = 1, BlendAdditive = 2, BlendSubtractive = 3, BlendPremultAlpha = 4, BlendGreyscale = 5.
Z offset from emitter point to eject from.
Time, in Milliseconds, between particle ejection.
Ejection velocity.
This particle system should not use the mixed-resolution renderer. If your particle system has large amounts of overdraw, consider disabling this option.
Lifetime of particles.
Variance in lifetime from 0 milliseconds to n.
If true, Particles will face the screen at the start.
If true, Particles will always face the screen.
If false, particles emitted in the same frame have their positions adjusted. If true, adjustment is skipped and particles will clump together.
Used to load particle data directly from a string.
Variance in ejection period between 0 milliseconds and n.
Reference angle, from the vertical plane, to eject from.
Variance from the reference angle, from 0 to n.
Enables this particle emitter to render into reflective surfaces like water.
If true, reverses draw order of particles.
For soft particles, the distance (in meters) where particles will be faded based on the difference in depth between the particle and the scene geometry.
If true, particles are sorted back-to-front.
Emitter texture file to override particle textures.
Maximum angle, from the horizontal plane, to eject from.
Minimum angle, from the horizontal plane, to eject from.
If true, will use emitter specified colors instead of datablock colors.
If true, will use emitter specified sizes instead of datablock sizes.
Variance for velocity between 0 and n.