pub struct Emitter {Show 20 fields
pub name: Option<String>,
pub parent: Option<u32>,
pub placement: Transform,
pub jitter_translation: [f32; 3],
pub jitter_rotation: [f32; 3],
pub attachment: Attachment,
pub delay: f32,
pub duration: Option<f32>,
pub motion: Option<NodeMotion>,
pub spawn: Spawn,
pub shape: Shape,
pub heading: Heading,
pub spread: Spread,
pub law: Law,
pub draw: Option<Draw>,
pub spawns: Vec<Entity>,
pub states: Vec<u32>,
pub order: f32,
pub lod_range: Option<[f32; 2]>,
pub copies: Option<Pick>,
}Expand description
One emitter of a system.
Fields§
§name: Option<String>The source’s name for it, if it has one.
parent: Option<u32>The emitter this one hangs from; always an earlier one. None hangs it from the system’s frame.
placement: TransformPlacement in the parent’s frame (metres), in the world’s frame.
jitter_translation: [f32; 3]Random placement jitter: translation by up to this much either way (metres), rotation about each axis (degrees).
jitter_rotation: [f32; 3]§attachment: AttachmentHow the emitter follows its parent.
delay: f32Seconds before it becomes active, and for how long (None for ever).
duration: Option<f32>§motion: Option<NodeMotion>How it moves in its parent’s frame over its active time.
spawn: Spawn§shape: Shape§heading: Heading§spread: Spread§law: Law§draw: Option<Draw>What it draws; None for an emitter that only holds children (or an effect-spawning one).
spawns: Vec<Entity>Other effects this emitter starts when it becomes active (a source’s references to other effects): the entity of the system to start, attached to this emitter’s frame.
states: Vec<u32>Which states of the system it exists in; empty for all of them.
order: f32Display order among the system’s draws (lower draws in front, as a source’s depth bias states).
lod_range: Option<[f32; 2]>The camera distances (metres, from and to) within which the emitter and its children exist; None for any distance (a
source’s level-of-detail nodes give each child a range).
copies: Option<Pick>For an emitter that makes copies of its children rather than particles: which children each emission starts. Its
spawn schedules the emissions; each copy runs its children from its own start.