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G3D::ParticleSystem::Particle Class Reference

Public Member Functions

 Particle ()
 
float density () const
 Useful for computing buoyancy. More...
 

Public Attributes

float angle
 Rotation about the view's z-axis. More...
 
float angularVelocity
 Used for simulation in some animation modes. More...
 
float coverage
 Scales the material's own coverage. More...
 
float dragCoefficient
 Zero means no friction/air resistance, higher values represent increased drag. More...
 
uint16 emitterIndex
 Not mapped to the GPU. More...
 
SimTime expireTime
 Relative to Scene::time() baseline. More...
 
float mass
 Used for simulation in some animation modes. More...
 
shared_ptr< ParticleMaterialmaterial
 Mapped to the GPU as a texture layer index. More...
 
NormalDataType normal
 Scaled and biased normal, where the 4th element is the signficiance: 0 = ignore. More...
 
Point3 position
 Relative to the ParticleSystem's frame. More...
 
float radius
 In world-space units. More...
 
SimTime spawnTime
 Relative to Scene::time() baseline. More...
 
float userdataFloat
 Arbitrary data visible in the shader as an additional attribute. More...
 
uint16 userdataInt
 Arbitrary data visible in the shader as additional attributes. More...
 
Vector3 velocity
 Used for simulation in some animation modes. More...
 

Constructor & Destructor Documentation

◆ Particle()

G3D::ParticleSystem::Particle::Particle ( )
inline

Member Function Documentation

◆ density()

float G3D::ParticleSystem::Particle::density ( ) const
inline

Useful for computing buoyancy.

Member Data Documentation

◆ angle

float G3D::ParticleSystem::Particle::angle

Rotation about the view's z-axis.

Purely cosmetic.

See also
angularVelocity

◆ angularVelocity

float G3D::ParticleSystem::Particle::angularVelocity

Used for simulation in some animation modes.

Not mapped to the GPU.

◆ coverage

float G3D::ParticleSystem::Particle::coverage

Scales the material's own coverage.

Useful for fading out particles.

◆ dragCoefficient

float G3D::ParticleSystem::Particle::dragCoefficient

Zero means no friction/air resistance, higher values represent increased drag.

Used for simulation in some animation modes. Not mapped to the GPU.

◆ emitterIndex

uint16 G3D::ParticleSystem::Particle::emitterIndex

Not mapped to the GPU.

◆ expireTime

SimTime G3D::ParticleSystem::Particle::expireTime

Relative to Scene::time() baseline.

◆ mass

float G3D::ParticleSystem::Particle::mass

Used for simulation in some animation modes.

Not mapped to the GPU.

Referenced by density().

◆ material

shared_ptr<ParticleMaterial> G3D::ParticleSystem::Particle::material

Mapped to the GPU as a texture layer index.

◆ normal

NormalDataType G3D::ParticleSystem::Particle::normal

Scaled and biased normal, where the 4th element is the signficiance: 0 = ignore.

◆ position

Point3 G3D::ParticleSystem::Particle::position

Relative to the ParticleSystem's frame.

This is either in object or world space depending on the value of the ParticleSystem::particlesAreInWorldSpace flag.

May not be NaN or inf.

◆ radius

float G3D::ParticleSystem::Particle::radius

In world-space units.

Referenced by density().

◆ spawnTime

SimTime G3D::ParticleSystem::Particle::spawnTime

Relative to Scene::time() baseline.

◆ userdataFloat

float G3D::ParticleSystem::Particle::userdataFloat

Arbitrary data visible in the shader as an additional attribute.

◆ userdataInt

uint16 G3D::ParticleSystem::Particle::userdataInt

Arbitrary data visible in the shader as additional attributes.

◆ velocity

Vector3 G3D::ParticleSystem::Particle::velocity

Used for simulation in some animation modes.

Not mapped to the GPU.
This is either in object or world space depending on the value of the ParticleSystem::particlesAreInWorldSpace flag.

See also
angularVelocity Velocity or previous position will likely be mapped to the GPU in the future for rendering motion blur.

documentation generated on Wed Nov 24 2021 08:01:58 using doxygen 1.8.15