ParticleEmitterData
Defines particle emission properties such as ejection angle, period and velocity for a ParticleEmitter.
ParticleEmitterData
int
Time (in milliseconds) between each particle ejection.
int
Variance in ejection period, from 1 - ejectionPeriodMS.
float
Particle ejection velocity.
float
Variance for ejection velocity, from 0 - ejectionVelocity.
float
Distance along ejection Z axis from which to eject particles.
float
Distance Padding along ejection Z axis from which to eject particles.
float
Minimum angle, from the horizontal plane, to eject from.
float
Maximum angle, from the horizontal plane, to eject particles from.
float
Angle variance from the previous particle, from 0 - 180.
float
Reference angle, from the vertical plane, to eject particles from.
float
Variance from the reference angle, from 0 - 360.
float
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.
float
Used to generate the final particle color by controlling interpolation between the particle color and the particle color multiplied by the ambient light color.
bool
If false, particles emitted in the same frame have their positions adjusted. If true, adjustment is skipped and particles will clump together.
bool
If true, Particles will always face the camera.
bool
If true, particles will be oriented to face in the direction they are moving.
bool
If true, particles are rendered as a continous ribbon.
string
List of space or TAB delimited ParticleData datablock names.
int
Lifetime of emitted particles (in milliseconds).
int
Variance in particle lifetime from 0 - lifetimeMS.
bool
If true, use emitter specified sizes instead of datablock sizes.
bool
If true, use emitter specified colors instead of datablock colors.
String value that controls how emitted particles blend with the scene.
bool
If true, particles are sorted furthest to nearest.
bool
If true, reverses the normal draw order of particles.
string
Optional texture to override ParticleData::textureName.
bool
If true, particles always face along the axis defined by alignDirection.
Point3F
The direction aligned particles should face, only valid if alignParticles is true.
bool
This particle system should not use the mixed-resolution renderer. If your particle system has large amounts of overdraw, consider disabling this option.
bool
Controls whether particles are rendered onto reflective surfaces like water.
bool
If true, the particles are rendered to the glow buffer as well.
AFX
AFX Pooled Particles
Public Functions
void
reload()
Reloads the ParticleData datablocks and other fields used by this emitter.
Detailed Description
Defines particle emission properties such as ejection angle, period and velocity for a ParticleEmitter.
datablock ParticleEmitterData( GrenadeExpDustEmitter ) { ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 15; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 85; thetaMax = 85; thetaVariance = 0; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; lifetimeMS = 200; particles = "GrenadeExpDust"; };
ParticleEmitterData
int ejectionPeriodMS
Time (in milliseconds) between each particle ejection.
int periodVarianceMS
Variance in ejection period, from 1 - ejectionPeriodMS.
float ejectionVelocity
Particle ejection velocity.
float velocityVariance
Variance for ejection velocity, from 0 - ejectionVelocity.
float ejectionOffset
Distance along ejection Z axis from which to eject particles.
float ejectionOffsetVariance
Distance Padding along ejection Z axis from which to eject particles.
float thetaMin
Minimum angle, from the horizontal plane, to eject from.
float thetaMax
Maximum angle, from the horizontal plane, to eject particles from.
float thetaVariance
Angle variance from the previous particle, from 0 - 180.
float phiReferenceVel
Reference angle, from the vertical plane, to eject particles from.
float phiVariance
Variance from the reference angle, from 0 - 360.
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.
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.
bool overrideAdvance
If false, particles emitted in the same frame have their positions adjusted. If true, adjustment is skipped and particles will clump together.
bool orientParticles
If true, Particles will always face the camera.
bool orientOnVelocity
If true, particles will be oriented to face in the direction they are moving.
bool ribbonParticles
If true, particles are rendered as a continous ribbon.
string particles
List of space or TAB delimited ParticleData datablock names.
A random one of these datablocks is selected each time a particle is emitted.
int lifetimeMS
Lifetime of emitted particles (in milliseconds).
int lifetimeVarianceMS
Variance in particle lifetime from 0 - lifetimeMS.
bool useEmitterSizes
If true, use emitter specified sizes instead of datablock sizes.
Useful for Debris particle emitters that control the particle size.
bool useEmitterColors
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.
ParticleBlendStyle blendStyle
String value that controls how emitted particles blend with the scene.
bool sortParticles
If true, particles are sorted furthest to nearest.
bool reverseOrder
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.
string textureName
Optional texture to override ParticleData::textureName.
bool alignParticles
If true, particles always face along the axis defined by alignDirection.
Point3F alignDirection
The direction aligned particles should face, only valid if alignParticles is true.
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.
bool renderReflection
Controls whether particles are rendered onto reflective surfaces like water.
bool glow
If true, the particles are rendered to the glow buffer as well.
AFX
bool ejectionInvert
bool fadeColor
bool fadeAlpha
bool fadeSize
bool useEmitterTransform
AFX Pooled Particles
afxParticlePoolData poolData
int poolIndex
bool poolDepthFade
bool poolRadialFade
Public Functions
reload()
Reloads the ParticleData datablocks and other fields used by 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();