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ParticleEmitter

Struct ParticleEmitter 

Source
pub struct ParticleEmitter {
Show 29 fields pub emitter_type: EmitterType, pub shape: EmitterShape, pub position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, pub direction: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, pub spawn_rate: f32, pub burst_count: u32, pub particle_lifetime_min: f32, pub particle_lifetime_max: f32, pub initial_velocity_min: f32, pub initial_velocity_max: f32, pub velocity_spread: f32, pub gravity: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, pub drag: f32, pub size_start: f32, pub size_end: f32, pub color_gradient: ColorGradient, pub emissive_strength: f32, pub enabled: bool, pub accumulated_spawn: f32, pub one_shot: bool, pub has_fired: bool, pub turbulence_strength: f32, pub turbulence_frequency: f32, pub texture_index: u32, pub size_curve: Vec<(f32, f32)>, pub opacity_curve: Vec<(f32, f32)>, pub death_sub_emitter: Option<String>, pub trail_sub_emitter: Option<String>, pub trail_spawn_interval: f32,
}
Expand description

Particle emitter component.

Spawns particles continuously at spawn_rate or in bursts of burst_count. Each particle is simulated independently with its own velocity, gravity, and lifetime.

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§emitter_type: EmitterType

Effect type for shader selection and behavior hints.

§shape: EmitterShape

Volume from which particles are emitted.

§position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>

Emitter position in local space (added to entity transform).

§direction: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>

Primary emission direction (for directional shapes).

§spawn_rate: f32

Particles spawned per second (0 for burst-only).

§burst_count: u32

Number of particles to spawn immediately when enabled.

§particle_lifetime_min: f32

Minimum particle lifetime in seconds.

§particle_lifetime_max: f32

Maximum particle lifetime in seconds.

§initial_velocity_min: f32

Minimum initial speed along emission direction.

§initial_velocity_max: f32

Maximum initial speed along emission direction.

§velocity_spread: f32

Random angular spread from direction (radians).

§gravity: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>

Acceleration applied each frame (typically downward for gravity).

§drag: f32

Velocity damping factor (0 = no damping, 1 = full stop immediately).

§size_start: f32

Particle size at birth.

§size_end: f32

Particle size at death.

§color_gradient: ColorGradient

Color and alpha over particle lifetime.

§emissive_strength: f32

Emission multiplier for HDR bloom.

§enabled: bool

Whether the emitter is active.

§accumulated_spawn: f32

Internal accumulator for fractional particle spawning.

§one_shot: bool

If true, fires burst once then disables.

§has_fired: bool

Whether the one-shot burst has already fired.

§turbulence_strength: f32

Strength of noise-based position perturbation.

§turbulence_frequency: f32

Frequency of turbulence noise sampling.

§texture_index: u32

Texture array layer index (0 = procedural shape, 1+ = texture from array).

§size_curve: Vec<(f32, f32)>

Keyframed size over particle lifetime. When non-empty, overrides the linear size_start to size_end interpolation. Each entry is (normalized_time, size).

§opacity_curve: Vec<(f32, f32)>

Keyframed opacity over particle lifetime. When non-empty, multiplies the gradient alpha by the sampled value. Each entry is (normalized_time, opacity).

§death_sub_emitter: Option<String>

Sub-emitter spawn behavior on particle death. The named entry references a prefab path in the prefab cache. Empty = no sub-emitter.

§trail_sub_emitter: Option<String>

Spawn a sub-emitter every trail_spawn_interval seconds along the particle’s path. 0 disables trails.

§trail_spawn_interval: f32

Implementations§

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impl ParticleEmitter

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pub fn firework_shell( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, velocity: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, ) -> ParticleEmitter

Creates a rising firework shell with trailing sparks.

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pub fn firework_explosion( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, color: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, particle_count: u32, ) -> ParticleEmitter

Creates a spherical firework burst.

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pub fn firework_willow( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, color: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, particle_count: u32, ) -> ParticleEmitter

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pub fn firework_chrysanthemum( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, color: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, particle_count: u32, ) -> ParticleEmitter

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pub fn firework_ring( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, color: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, particle_count: u32, ) -> ParticleEmitter

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pub fn firework_glitter( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, particle_count: u32, ) -> ParticleEmitter

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pub fn firework_crackle( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, particle_count: u32, ) -> ParticleEmitter

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pub fn flash_burst( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, ) -> ParticleEmitter

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pub fn comet_shell( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, velocity: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, ) -> ParticleEmitter

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pub fn palm_explosion( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, color: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, particle_count: u32, ) -> ParticleEmitter

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pub fn crossette_burst( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, color: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, particle_count: u32, ) -> ParticleEmitter

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pub fn strobe_effect( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, particle_count: u32, ) -> ParticleEmitter

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pub fn trailing_sparks( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, velocity: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, ) -> ParticleEmitter

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pub fn fire( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, ) -> ParticleEmitter

Creates a continuous fire effect.

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pub fn smoke( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, ) -> ParticleEmitter

Creates a continuous smoke plume.

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pub fn sparks( position: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>, ) -> ParticleEmitter

Creates a continuous spark fountain.

Trait Implementations§

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impl Clone for ParticleEmitter

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fn clone(&self) -> ParticleEmitter

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ParticleEmitter

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for ParticleEmitter

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fn default() -> ParticleEmitter

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for ParticleEmitter

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fn deserialize<__D>( __deserializer: __D, ) -> Result<ParticleEmitter, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for ParticleEmitter

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fn eq(&self, other: &ParticleEmitter) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Schema for ParticleEmitter

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impl Serialize for ParticleEmitter

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for ParticleEmitter

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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