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ParticleEmitterData Class Reference
[Special Effects]

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...

Inheritance diagram for ParticleEmitterData:
Inheritance graph
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List of all members.

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.

Detailed Description

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').

Example:
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";
};

Member Function Documentation

void ParticleEmitterData::reload (  ) 

Reloads this emitter.

Example:
// Get the editor's current particle emitter
%emitter = PE_EmitterEditor.currEmitter

// Change a field value
%emitter.setFieldValue(%propertyField,%value);

// Reload this emitter
%emitter.reload();

Member Data Documentation

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.



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