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ParticleEmitterData Class Reference
[Special Effects]
Defines particle emission properties such as ejection angle, period and velocity for a ParticleEmitter. More...
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"; };
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.