Expand description
Different value types and controls used in particle systems.
Structs§
- Circle
Segment - Describes an oriented segment of a circle with a given radius.
- Curve
- Defines a curve as a series of curve points.
- Curve
Point - Defines a value at a specific point in a curve.
- Jittered
Value - A value that has random jitter within a configured range added to it when read.
- Lerp
- Defines a value that will linearly move between
a
andb
over its configured lifetime. - Line
- Defines a line along which particles will be spawned.
- Noise2D
- Defines a flow field that will influence particles velocity over space and time.
- Precalculated
Particle Variables - Setup optional values used so that every calculated values are not re-calculated for every modifiers that uses it
- SinWave
- Defines a value that will move in a sinusoidal wave pattern over it’s configured lifetime.
Enums§
- Atlas
Index - Defines an index of a texture atlas to use for a particle
- Color
Over Time - Defines how a color changes over time
- Emitter
Shape - Describes the shape on which new particles get spawned
- Random
Value - A value that will be chosen from a set of possible values when read.
- Value
Over Time - Defines several methods for modifying a value over time.
- Vector
Over Time - Defines how a vector changes over time
- Velocity
Modifier - Defines an acceleration modifier that will affect particles velocity.
Traits§
- Error
Default - Define the default value returned by a
Curve
if misconfigured. - Lerpable
- Linearly interpolates between two values by a given percentage.
- Roughly
Equal - Determines whether or not two values of an imprecise type are close enough to call equal.