pub struct Wind {
pub acceleration: Vector2,
}Expand description
Constant wind acceleration, independent of elapsed scene time.
Fields§
§acceleration: Vector2Acceleration in scene units per second squared.
Implementations§
Trait Implementations§
impl Copy for Wind
Source§impl ParticleModifier for Wind
impl ParticleModifier for Wind
Source§fn apply(
&self,
particle: &mut Particle,
step: f32,
_: Time,
_: &mut Random,
) -> Result<(), ValidationError>
fn apply( &self, particle: &mut Particle, step: f32, _: Time, _: &mut Random, ) -> Result<(), ValidationError>
Updates one live particle; index and canonical age remain engine-owned.
Source§fn resets_color(&self) -> bool
fn resets_color(&self) -> bool
Requests birth-color restoration before the ordered modifier chain.
Multiplicative lifetime energy curves use this to avoid frame-count accumulation.
Source§fn apply_event(
&self,
particle: &mut Particle,
step_seconds: f32,
time: Time,
random: &mut Random,
) -> Result<bool, ValidationError>
fn apply_event( &self, particle: &mut Particle, step_seconds: f32, time: Time, random: &mut Random, ) -> Result<bool, ValidationError>
Optional predicted-step collision response, preserving the original callback API.
Auto Trait Implementations§
impl Forget for Wind
impl Freeze for Wind
impl RefUnwindSafe for Wind
impl Send for Wind
impl Sync for Wind
impl Unpin for Wind
impl UnsafeUnpin for Wind
impl UnwindSafe for Wind
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more