pub struct ParticleSystem {
pub name: String,
pub id: u64,
pub emitters: Vec<ParticleEmitter>,
pub force_fields: Vec<ForceField>,
pub world_position: Vec3,
pub world_rotation: Quat,
pub time_scale: f32,
pub enabled: bool,
pub lod: LodSystem,
}Fields§
§name: String§id: u64§emitters: Vec<ParticleEmitter>§force_fields: Vec<ForceField>§world_position: Vec3§world_rotation: Quat§time_scale: f32§enabled: bool§lod: LodSystemImplementations§
Source§impl ParticleSystem
impl ParticleSystem
pub fn new(name: &str) -> Self
pub fn add_emitter(&mut self, e: ParticleEmitter) -> u64
pub fn add_force_field(&mut self, ff: ForceField) -> u64
pub fn play_all(&mut self)
pub fn stop_all(&mut self)
pub fn reset_all(&mut self)
pub fn update(&mut self, dt: f32)
pub fn total_alive(&self) -> u32
pub fn total_spawned(&self) -> u64
Trait Implementations§
Source§impl Clone for ParticleSystem
impl Clone for ParticleSystem
Auto Trait Implementations§
impl Freeze for ParticleSystem
impl RefUnwindSafe for ParticleSystem
impl Send for ParticleSystem
impl Sync for ParticleSystem
impl Unpin for ParticleSystem
impl UnsafeUnpin for ParticleSystem
impl UnwindSafe for ParticleSystem
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Source§impl<T> Downcast for Twhere
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