ParticleSystemSpec Struct Reference
#include <ParticleSystem.h>
# Public Attributes | |
ActorSpec | actorSpec |
uint8 | recycleParticles |
Reuse expired particles? | |
uint16 | minimumSpawnDelay |
Minimum generation delay in milliseconds. | |
uint16 | spawnDelayDelta |
gGneration delay delta in milliseconds | |
uint8 | maximumNumberOfAliveParticles |
Maximum number of alive particles. | |
uint8 | maximumNumberOfParticlesToSpawnPerCycle |
Maximum number of particles to spawn in each cycle. | |
const ComponentSpec ** | visualComponentSpecs |
Array of visual component specs to select randomly. | |
const ComponentSpec ** | physicsComponentSpecs |
Array of physical component specs to select randomly. | |
const ComponentSpec ** | colliderComponentSpecs |
Array of body component specs to select randomly. | |
bool | autoStart |
Auto start. | |
ParticleSpec * | particleSpec |
Particle's spec. | |
Vector3D | minimumRelativeSpawnPosition |
Minimum relative spawn position. | |
Vector3D | maximumRelativeSpawnPosition |
Maximum relative spawn position. | |
Vector3D | minimumForce |
Minimum force to apply (use int32 values in the spec to avoid overflow) | |
Vector3D | maximumForce |
Maximum force to apply (use int32 values in the spec to avoid overflow) | |
uint32 | movementType |
Type of movement for the particles. |
# Detailed Description
A ParticleSystem Spec
Definition at line 26 of file ParticleSystem.h.
# Member Data Documentation
# actorSpec
ActorSpec ParticleSystemSpec::actorSpec |
Definition at line 28 of file ParticleSystem.h.
# autoStart
bool ParticleSystemSpec::autoStart |
Auto start.
Definition at line 55 of file ParticleSystem.h.
# colliderComponentSpecs
const ComponentSpec** ParticleSystemSpec::colliderComponentSpecs |
Array of body component specs to select randomly.
Definition at line 52 of file ParticleSystem.h.
# maximumForce
Vector3D ParticleSystemSpec::maximumForce |
Maximum force to apply (use int32 values in the spec to avoid overflow)
Definition at line 70 of file ParticleSystem.h.
# maximumNumberOfAliveParticles
uint8 ParticleSystemSpec::maximumNumberOfAliveParticles |
Maximum number of alive particles.
Definition at line 40 of file ParticleSystem.h.
# maximumNumberOfParticlesToSpawnPerCycle
uint8 ParticleSystemSpec::maximumNumberOfParticlesToSpawnPerCycle |
Maximum number of particles to spawn in each cycle.
Definition at line 43 of file ParticleSystem.h.
# maximumRelativeSpawnPosition
Vector3D ParticleSystemSpec::maximumRelativeSpawnPosition |
Maximum relative spawn position.
Definition at line 64 of file ParticleSystem.h.
# minimumForce
Vector3D ParticleSystemSpec::minimumForce |
Minimum force to apply (use int32 values in the spec to avoid overflow)
Definition at line 67 of file ParticleSystem.h.
# minimumRelativeSpawnPosition
Vector3D ParticleSystemSpec::minimumRelativeSpawnPosition |
Minimum relative spawn position.
Definition at line 61 of file ParticleSystem.h.
# minimumSpawnDelay
uint16 ParticleSystemSpec::minimumSpawnDelay |
Minimum generation delay in milliseconds.
Definition at line 34 of file ParticleSystem.h.
# movementType
uint32 ParticleSystemSpec::movementType |
Type of movement for the particles.
Definition at line 73 of file ParticleSystem.h.
# particleSpec
ParticleSpec* ParticleSystemSpec::particleSpec |
Particle's spec.
Definition at line 58 of file ParticleSystem.h.
# physicsComponentSpecs
const ComponentSpec** ParticleSystemSpec::physicsComponentSpecs |
Array of physical component specs to select randomly.
Definition at line 49 of file ParticleSystem.h.
# recycleParticles
uint8 ParticleSystemSpec::recycleParticles |
Reuse expired particles?
Definition at line 31 of file ParticleSystem.h.
# spawnDelayDelta
uint16 ParticleSystemSpec::spawnDelayDelta |
gGneration delay delta in milliseconds
Definition at line 37 of file ParticleSystem.h.
# visualComponentSpecs
const ComponentSpec** ParticleSystemSpec::visualComponentSpecs |
Array of visual component specs to select randomly.
Definition at line 46 of file ParticleSystem.h.
The documentation for this struct was generated from the following file:
- VUEngine-Core/source/Entity/Container/Actor/ParticleSystem/ParticleSystem.h