pub struct ParticleSystem {
pub seed: u64,
pub emitters: Vec<Emitter>,
pub inputs: Vec<Input>,
pub states: u32,
pub warmup: f32,
pub time_scale: Option<Value>,
pub max_view_distance: Option<f32>,
pub termination: Termination,
pub end: Option<f32>,
pub lost: Vec<(String, u32)>,
}Expand description
A particle effect.
Fields§
§seed: u64The seed of every random draw of the system.
emitters: Vec<Emitter>The emitters, parents before children.
inputs: Vec<Input>Quantities a program may drive.
states: u32The number of states the system has (a source’s state machine; a renderer plays state 0 unless it is told another).
warmup: f32Seconds the system is run before it is first shown, so that a placed fire is already burning when its area loads.
time_scale: Option<Value>The rate at which the system’s time runs, a function of its active time (1 is real time); None for 1.
max_view_distance: Option<f32>Beyond this distance (metres) from the camera nothing of the system is drawn; None for any distance.
termination: TerminationWhat happens when the thing that spawned the system goes away (a source’s termination).
end: Option<f32>Seconds after which a system with no endless emitter has no live particle: the longest an emitter is active plus its
particles’ longest life; None when something runs for ever. A renderer that loops a system restarts at this time.
lost: Vec<(String, u32)>What the source’s pass could not carry, by reason, with a count (a placed and lost accounting).
Trait Implementations§
Source§impl Clone for ParticleSystem
impl Clone for ParticleSystem
Source§impl Component for ParticleSystem
impl Component for ParticleSystem
Source§fn references(&self, out: &mut Vec<Entity>)
fn references(&self, out: &mut Vec<Entity>)
The textures, meshes and clips the draws name, and the systems the emitters start.
Source§fn verify(&self, _e: Entity, _w: &World) -> Result<(), String>
fn verify(&self, _e: Entity, _w: &World) -> Result<(), String>
Emitters in order with parents before children, curves with ascending finite keys, variations naming an input the
system has, an end that is finite, and finite numbers throughout the placement.
const NAME: &'static str = "core.particles"
Source§const GEOMETRY: Geometry = crate::Geometry::None
const GEOMETRY: Geometry = crate::Geometry::None
Geometry). Stated by every component,
with no default, so data that describes a mesh can’t be left behind by an edit of it unawares: the World’s edit
paths take it from there.Source§fn to_json(&self) -> Result<Option<Json>, JsonError>
fn to_json(&self) -> Result<Option<Json>, JsonError>
Ok(None) for components
that are not shown (bulk data, handles). The view must never lose a value: components that can be shown
derive serde::Serialize and return crate::json::to_value(self).map(Some), which refuses non-finite
floats instead of writing them as null.Source§const VERSION: u32 = 1
const VERSION: u32 = 1
Source§fn payload_bytes(&self) -> u64
fn payload_bytes(&self) -> u64
Source§fn remap_primitives(&self, _from: &[usize]) -> Option<Result<Self, String>>
fn remap_primitives(&self, _from: &[usize]) -> Option<Result<Self, String>>
Geometry::PerPrimitive, Geometry::PerVertex): new primitive i comes from old primitive
from[i] (a source may repeat, when a primitive is split, or be absent, when one is dropped). Such a component
always answers (a value holding nothing per primitive answers with itself); None, the default, is for
components of Geometry::None, and World::remap_primitives refuses a dependent component that gives it.
An index the component does not have is an error. remap_list does the work for a list with one entry per
primitive.Source§fn remap_vertices(
&self,
_primitive: usize,
_from: &[u32],
) -> Option<Result<Self, String>>
fn remap_vertices( &self, _primitive: usize, _from: &[u32], ) -> Option<Result<Self, String>>
primitive were compacted or reordered, for a
component that holds something per vertex (Geometry::PerVertex): new vertex i of that primitive is old
vertex from[i] (a source may repeat or be absent). Such a component always answers (with itself when it holds
nothing for that primitive); None, the default, is for the others, and World::remap_vertices refuses a
per-vertex component that gives it. An index the component does not have is an error. Every pass that compacts
or reorders a primitive’s vertices calls World::remap_vertices. After a rebuild of the primitive list
(World::rebuild_primitives, Component::remap_primitives) a primitive’s per-vertex data is its source
primitive’s, and the vertex map is relative to that source.Source§fn blend_vertices(
&self,
_primitive: usize,
_from: &[VertexBlend],
) -> Option<Result<Self, String>>
fn blend_vertices( &self, _primitive: usize, _from: &[VertexBlend], ) -> Option<Result<Self, String>>
primitive were rebuilt as blends of old ones
(VertexBlend), for a component that holds something per vertex (Geometry::PerVertex): new vertex i
is the combination from[i] of old vertices, in whatever way the component’s data combines (a morph target’s
delta is interpolated, the way the surface it moves is). It answers as Component::remap_vertices does: with
itself when it holds nothing for that primitive; None, the default, is for a component that does not know how
to combine its data, and World::blend_vertices refuses a per-vertex component that gives it. An index the
component does not have is an error. A vertex that is a copy of one old vertex (VertexBlend::copy) is the
case Component::remap_vertices states, and a component answering one answers the other alike.Source§fn apply_linear(&self, _l: &Linear) -> Linearity<Self>
fn apply_linear(&self, _l: &Linear) -> Linearity<Self>
l (a pass that bakes a placement’s mirror or
shear into a copy of its geometry, so transforms stay rigid). World::apply_linear calls it for every
component of the entity. The default is Linearity::Unsupported: a component that holds local-space
geometry and does not say how it follows is never silently left behind; one without geometry says
Linearity::Invariant.Source§fn restate(&self, _resolved: &Resolved<'_>) -> Restated<Self>
fn restate(&self, _resolved: &Resolved<'_>) -> Restated<Self>
resolve-state (crate::state::ResolveState) gave the axes in resolved their values: a
component that holds crate::state::Clauses of its own (a record of parts each present in some states) reduces
them as core.condition is reduced (crate::state::Resolved::reduce: a clause that fails is dropped, a clause
left with no literal holds whatever the other axes are). Restated::Absent says the entity is not present in
this state (every clause failed): it is despawned as one whose core.condition fails is. The default holds no
clause: Restated::Unchanged.