Torque 3D - Script Manual: SplashData Class Reference

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SplashData Class Reference
[Special Effects]

Acts as the physical point in space in white a Splash is created from. More...

Inheritance diagram for SplashData:

List of all members.

Public Attributes

float acceleration
 Constant acceleration value to place upon the splash effect.
ColorF colors [4]
 Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = "0.6 1.0 1.0 0.5".
int delayMS
 Time to delay, in milliseconds, before actually starting this effect.
int delayVariance
 Time variance for delayMS.
float ejectionAngle
 Rotational angle to create a splash ring.
float ejectionFreq
 Frequency in which to emit splash rings.
ParticleEmitterData emitter [3]
 List of particle emitters to create at the point of this Splash effect.
ExplosionData Explosion
 ExplosionData object to create at the creation position of this splash effect.
float height
 Height for the splash to reach.
int lifetimeMS
 Lifetime for this effect, in milliseconds.
int lifetimeVariance
 Time variance for lifetimeMS.
int numSegments
 Number of ejection points in the splash ring.
float ringLifetime
 Lifetime, in milliseconds, for a splash ring.
Point3F scale
 The scale of this splashing effect, defined as the F32 points X, Y, Z.
SFXProfile soundProfile
 SFXProfile effect to play.
float startRadius
 Starting radius size of a splash ring.
float texFactor
 Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.
filename texture [2]
 Imagemap file to use as the texture for the splash effect.
float texWrap
 Amount to wrap the texture around the splash ring, 0.0f - 1.0f.
float times [4]
 Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.
float velocity
 Velocity for the splash effect to travel.
float width
 Width for the X and Y coordinates to create this effect within.

Detailed Description

Acts as the physical point in space in white a Splash is created from.


Member Data Documentation

Constant acceleration value to place upon the splash effect.

ColorF SplashData::colors[4]

Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = "0.6 1.0 1.0 0.5".

Time to delay, in milliseconds, before actually starting this effect.

Time variance for delayMS.

Rotational angle to create a splash ring.

Frequency in which to emit splash rings.

List of particle emitters to create at the point of this Splash effect.

ExplosionData object to create at the creation position of this splash effect.

Height for the splash to reach.

Lifetime for this effect, in milliseconds.

Time variance for lifetimeMS.

Number of ejection points in the splash ring.

Lifetime, in milliseconds, for a splash ring.

The scale of this splashing effect, defined as the F32 points X, Y, Z.

Starting radius size of a splash ring.

Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.

filename SplashData::texture[2]

Imagemap file to use as the texture for the splash effect.

Amount to wrap the texture around the splash ring, 0.0f - 1.0f.

Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.

Velocity for the splash effect to travel.

Width for the X and Y coordinates to create this effect within.



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