Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Describe possible ways of application of several particle affectors,
Implements collection of particle affectors. Maintains backreferences between affectors and owner particle system.
This class supplies the particle affector implementation required to modify the colour of particle in mid-flight. Adjusting values are being added to particle color.
Interpolate particle's color between given set of colors.
Emits particles in range of cylinder.
Slows particles down.
Deflects particles from the plane.
Deflects particles from the terrain or another surface, which has GetHeightAt implementation.
Destroys particles with given factor of randomness.
Changes particle direction and/or velocity randomly.
Implements collection of particle affectors. Maintains backreferences between emitters and owner particle system.
Implements linear force affector.
Implements affector which either attracts or pushes away particles.
Contains data of single particle instance. Position, orientation, velocity and scale are in particle system's local space.
Define what data to copy between source and destination particles when spawning particles with ParticleEmitter.EmitParticleFromParticle method. For example, applies to such cases like DeflectorPlaneAffector, DeflectorSurfaceAffector and SplitParticleAffector. Flags can be combined together
Describe possible type of calculation of particle orientation, depending on relative position to viewer.
Base class for particle pools.
Implements particle sorting.
Special utility class, replaces ThreadPool, to run background tasks in separate thread, not in current one, so only second core will be used on dual-core systems.
Describe how particle is being rendered.
Emits particles from single point.
Affects on particles, rotating them around center or given axis.
Changes particle scale.
Splits particle into one or group of new particles, using given emitter.