Torque 3D - Script Manual: ParticleEmitterData Class Reference

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ParticleEmitterData Class Reference
[Special Effects]

Defines particle emission properties such as ejection angle, period and velocity for a ParticleEmitter. More...

Inheritance diagram for ParticleEmitterData:

List of all members.

Public Member Functions

void reload ()
 Reloads the ParticleData datablocks and other fields used by this emitter.

Public Attributes

ParticleEmitterData

Point3F alignDirection
 The direction aligned particles should face, only valid if alignParticles is true.
bool alignParticles
 If true, particles always face along the axis defined by alignDirection.
float ambientFactor
 Used to generate the final particle color by controlling interpolation between the particle color and the particle color multiplied by the ambient light color.
ParticleBlendStyle blendStyle
 String value that controls how emitted particles blend with the scene.
float ejectionOffset
 Distance along ejection Z axis from which to eject particles.
int ejectionPeriodMS
 Time (in milliseconds) between each particle ejection.
float ejectionVelocity
 Particle 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 emitted particles (in milliseconds).
int lifetimeVarianceMS
 Variance in particle lifetime from 0 - lifetimeMS.
bool orientOnVelocity
 If true, particles will be oriented to face in the direction they are moving.
bool orientParticles
 If true, Particles will always face the camera.
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
 List of space or TAB delimited ParticleData datablock names.
int periodVarianceMS
 Variance in ejection period, from 1 - ejectionPeriodMS.
float phiReferenceVel
 Reference angle, from the vertical plane, to eject particles from.
float phiVariance
 Variance from the reference angle, from 0 - 360.
bool renderReflection
 Controls whether particles are rendered onto reflective surfaces like water.
bool reverseOrder
 If true, reverses the normal 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 furthest to nearest.
string textureName
 Optional texture to override ParticleData::textureName.
float thetaMax
 Maximum angle, from the horizontal plane, to eject particles from.
float thetaMin
 Minimum angle, from the horizontal plane, to eject from.
bool useEmitterColors
 If true, use emitter specified colors instead of datablock colors.
bool useEmitterSizes
 If true, use emitter specified sizes instead of datablock sizes.
float velocityVariance
 Variance for ejection velocity, from 0 - ejectionVelocity.

Detailed Description

Defines particle emission properties such as ejection angle, period and velocity for a ParticleEmitter.

Example:
datablock ParticleEmitterData( GrenadeExpDustEmitter )
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 15;
   velocityVariance = 0.0;
   ejectionOffset = 0.0;
   thetaMin = 85;
   thetaMax = 85;
   phiReferenceVel = 0;
   phiVariance = 360;
   overrideAdvance = false;
   lifetimeMS = 200;
   particles = "GrenadeExpDust";
};
See also:
ParticleEmitter
ParticleData
ParticleEmitterNode

Member Function Documentation

void ParticleEmitterData::reload (  ) 

Reloads the ParticleData datablocks and other fields used by 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, only valid if alignParticles is true.

If true, particles always face along the axis defined by alignDirection.

Used to generate the final particle color by controlling interpolation between the particle color and the particle color multiplied by the ambient light color.

String value that controls how emitted particles blend with the scene.

Distance along ejection Z axis from which to eject particles.

Time (in milliseconds) between each particle ejection.

Particle 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 emitted particles (in milliseconds).

Variance in particle lifetime from 0 - lifetimeMS.

If true, particles will be oriented to face in the direction they are moving.

If true, Particles will always face the camera.

If false, particles emitted in the same frame have their positions adjusted. If true, adjustment is skipped and particles will clump together.

List of space or TAB delimited ParticleData datablock names.

A random one of these datablocks is selected each time a particle is emitted.

Variance in ejection period, from 1 - ejectionPeriodMS.

Reference angle, from the vertical plane, to eject particles from.

Variance from the reference angle, from 0 - 360.

Controls whether particles are rendered onto reflective surfaces like water.

If true, reverses the normal draw order of particles.

Particles are normally drawn from newest to oldest, or in Z order (furthest first) if sortParticles is true. Setting this field to true will reverse that order: oldest first, or nearest first if sortParticles is true.

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 furthest to nearest.

Optional texture to override ParticleData::textureName.

Maximum angle, from the horizontal plane, to eject particles from.

Minimum angle, from the horizontal plane, to eject from.

If true, use emitter specified colors instead of datablock colors.

Useful for ShapeBase dust and WheeledVehicle wheel particle emitters that use the current material to control particle color.

If true, use emitter specified sizes instead of datablock sizes.

Useful for Debris particle emitters that control the particle size.

Variance for ejection velocity, from 0 - ejectionVelocity.



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