Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Class defining particle system based special effects.
Namespace: Visual3DAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
public class ParticleSystem : SceneObject, IFixedAttributeProvider, IEditableDesignObject
Public Class ParticleSystem _ Inherits SceneObject _ Implements IFixedAttributeProvider, IEditableDesignObject
Members
| All Members | Constructors | Fields | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| ParticleSystem()()()() | Initializes a new instance of the ParticleSystem class | |
| ParticleSystem(String) | Initializes a new instance of the ParticleSystem class | |
| ActionIsActive(NameID) | (Inherited from Entity.) | |
| Activate()()()() | Enables an entity and its scripted or diagrammed interactivity. (Inherited from Entity.) | |
| Activate(IComponentOwner) | Sets activity Owner and then Activates this activity. (Inherited from Entity.) | |
| ActivateAction(ActionBase) | (Inherited from Entity.) | |
| ActivateAction(NameID) | (Inherited from Entity.) | |
| Activated | (Inherited from Entity.) | |
| ActivationFrameNumber | (Inherited from Entity.) | |
| Activities | (Inherited from Entity.) | |
| Add(Object) | (Inherited from Entity.) | |
| Add(Type, Object) | (Inherited from Entity.) | |
| Add(NameID, Object) | (Inherited from Entity.) | |
| AddAction(ActionBase) | (Inherited from Entity.) | |
| AddAction(NameID, ActionBase) | (Inherited from Entity.) | |
| AddAffector(ParticleAffector) |
Adds affector to the collection of emitters and makes it child scene object of particle system.
| |
| AddAffector(ParticleAffector, Boolean) |
Adds affector to the collection of emitters and optionally makes it child scene
object of particle system.
| |
| AddEmitter(ParticleEmitter) |
Adds emitter to the collection of emitters and makes it child scene object of particle system.
| |
| AddEmitter(ParticleEmitter, Boolean) |
Adds emitter to the collection of emitters and optionally makes it child scene
object of particle system.
| |
| AddParticle()()()() | Adds new particle to the particle system. Particle's properties
can be changed via Particles array of ParticleSystem. Consider
using particle emitters instead. | |
| Affectors |
Gets/sets a collection of particle affectors.
| |
| AnimationController | Optional animation controller required to render animated geometry. (Inherited from SceneObject.) | |
| AnimationSettings | Returns type of animation applied to vertices of this scene object
in case if it renders itself. Default implementation returns AnimationTypeAndWeights.NoAnimation (Inherited from SceneObject.) | |
| AreFoldersForChildrenCreated | (Inherited from SceneObject.) | |
| AssetID | (Inherited from Registered.) | |
| AssetInfo | (Inherited from Registered.) | |
| AssetOwner | Gets or sets the owner to which this asset belongs and is a member of. (Inherited from Asset.) | |
| Attach(Object) | (Inherited from SceneObject.) | |
| AttachedToOwner(IComponentOwner) | (Inherited from EntityComponent.) | |
| BaseAsset | (Inherited from Registered.) | |
| BoundingBoxUpdateInterval | ||
| BringBottomToGround()()()() | (Inherited from SceneObject.) | |
| CanAttach(Object) | (Inherited from Entity.) | |
| CanBeShownInWE(Boolean, Boolean) | (Inherited from SceneObject.) | |
| CanDetach(Object) | (Inherited from Entity.) | |
| ChangeLocked(Object) | (Inherited from SceneObject.) | |
| ChildOwner | (Inherited from Entity.) | |
| ChildSceneObjectAdded | (Inherited from SceneObject.) | |
| ChildSceneObjectRemoved | (Inherited from SceneObject.) | |
| ComponentOwner | Owner of this component (contained in it's ".Components" container). (Inherited from EntityComponent.) | |
| Components | Components that are attached to this Entity. (Inherited from ComponentBase.) | |
| ComponentsForGlobalSceneFolders | (Inherited from ComponentBase.) | |
| ContainsAction(NameID) | (Inherited from Entity.) | |
| Context | Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills. (Inherited from ComponentBase.) | |
| ConvertToAttachmentOnOwner()()()() | (Inherited from SceneObject.) | |
| CreateChildObject()()()() | (Inherited from SceneObject.) | |
| CreateChildObject(String) | (Inherited from SceneObject.) | |
| CreateChildObject(String, Vector3) | (Inherited from SceneObject.) | |
| CreateChildObject(String, Vector3, Rotation) | (Inherited from SceneObject.) | |
| CreateIdentity()()()() | (Inherited from Registered.) | |
| CreateIdentityList()()()() | (Inherited from Registered.) | |
| CreateInstance(Boolean) | (Inherited from SceneObject.) | |
| CreateService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| CustomRendering(RenderContext) | Custom rendering logic (Inherited from SceneObject.) | |
| Deactivate()()()() | Disables an entity and its scripted or diagrammed interactivity, if it is currently enabled. (Inherited from Entity.) | |
| DeactivateAction(NameID) | (Inherited from Entity.) | |
| Deactivated | (Inherited from Entity.) | |
| DefaultSavingMode |
Gets the default saving mode
(Inherited from SceneObject.) | |
| DefaultTextureForAnimatedParticles | ||
| DefaultTextureForStaticParticles | ||
| DesignObject | For objects that use it, this will point to the Design Object used to represent/manipulate this object. (Inherited from SceneObject.) | |
| DesignTimeProperties | ||
| DesignTimeResetAllEmitters | Design-time property, setting it to true will call ResetAllEmitters method. | |
| Detach(Object) | (Inherited from Entity.) | |
| DetachedFromOwner(IComponentOwner) | (Inherited from EntityComponent.) | |
| Dispose()()()() | (Inherited from ComponentBase.) | |
| Disposed | Triggered anytime SceneObject Visibility is changed. (Inherited from Entity.) | |
| DistanceFromGround | If object IsGrounded, this is the distance from Ground that it will fall to (sometimes there is an offset). (Inherited from SceneObject.) | |
| DistanceSquaredFromMainCamera | Distance from the Main Camera (updated per frequently for Active Scene Objects). (Inherited from SceneObject.) | |
| Do(ActionBase) | (Inherited from Entity.) | |
| Emitters |
Gets/sets a collection of particle emitters.
| |
| EntityBase | (Inherited from Entity.) | |
| FadeIn()()()() | Fades this SceneObject into it's current scene. (Inherited from SceneObject.) | |
| FadeOut()()()() | Fades this SceneObject out of it's current scene. (Inherited from SceneObject.) | |
| FastForward(Int32, Single) |
Fast-forwards this system by the required number of seconds.
| |
| Focused | (Inherited from SceneObject.) | |
| FogSettings | Gets or sets fog settings for this renderable. (Inherited from SceneObject.) | |
| FolderPath | (Inherited from SceneObject.) | |
| ForceUpdateOrSkip | KLUDGE for calling updating particles when
World.ApplicationMode is not ApplicationMode.SceneDesign. | |
| ForEachComponent<(Of <<'(TComponent>)>>)(Action<(Of <<'(TComponent>)>>)) | (Inherited from Entity.) | |
| Get<(Of <<'(T>)>>)()()()() | (Inherited from Entity.) | |
| Get<(Of <<'(T>)>>)(T%) | (Inherited from Entity.) | |
| Get<(Of <<'(TKey, TDerived>)>>)(TDerived%) | (Inherited from Entity.) | |
| Get<(Of <<'(T>)>>)(NameID) | (Inherited from Entity.) | |
| Get(NameID, Object%) | (Inherited from Entity.) | |
| Get<(Of <<'(T>)>>)(NameID, T%) | (Inherited from Entity.) | |
| GetAction(NameID) | (Inherited from Entity.) | |
| GetActions()()()() | (Inherited from Entity.) | |
| GetAffectingLights()()()() | Returns list of lights affecting this scene object.
In case if IsLit is false, returns empty list. If a private
light list was specified, returns it. Otherwise, returns a list
of lights updated from time to time (either on light's or object's movement) (Inherited from SceneObject.) | |
| GetAll<(Of <<'(TComponent>)>>)()()()() | (Inherited from Entity.) | |
| GetAnimationTransforms(List<(Of <<'(Matrix>)>>)) | (Inherited from SceneObject.) | |
| GetBringBottomToGroundView(String%, String%) | (Inherited from SceneObject.) | |
| GetCurrentGroundedHeight()()()() | Returns the height at which this object thinks of "grounded" (for objects that float, this might be a bit above the actual ground level, and for objects
that naturally submerge, such as trees, this will be below the actual ground level).
If Object is not-in-scene, then it always returns 0. (Inherited from SceneObject.) | |
| GetCurrentGroundedHeight(HeightQueryObjectType) | Returns the height at which this object thinks of "grounded" (for objects that float, this might be a bit above the actual ground level, and for objects
that naturally submerge, such as trees, this will be below the actual ground level).
If Object is not-in-scene, then it always returns 0. (Inherited from SceneObject.) | |
| GetDistanceAboveGround()()()() | (Inherited from SceneObject.) | |
| GetDistanceAboveGround(HeightQueryObjectType) | (Inherited from SceneObject.) | |
| GetGeometryData(GeometryData) | Returns geometry data to render this scene object.
Fill in VertexData (and optionally PrimitiveType and IndexData)
with references to the vertex/index buffer. Leave VertexData null
to not render anything. Default implementation does not provide
any renderable geometry. (Inherited from SceneObject.) | |
| GetIntersection(Ray%) | Determines intersection between the Ray and this SceneObject.
Default logic models scene object as simple BoundingBox. Override this for custom logic. (Inherited from SceneObject.) | |
| GetLockMenuItemView(String%, String%) | (Inherited from SceneObject.) | |
| GetOrCreate<(Of <<'(K, T>)>>)()()()() | (Inherited from Entity.) | |
| GetOrCreate<(Of <<'(K, T>)>>)(T%) | (Inherited from Entity.) | |
| GetOrCreate<(Of <<'(T>)>>)(T%) | (Inherited from Entity.) | |
| GetOrCreate<(Of <<'(T>)>>)(NameID, T%) | (Inherited from Entity.) | |
| GetPrivateLights()()()() | Returns a copy of private light list or null if there's no private lights assignment. (Inherited from SceneObject.) | |
| GetRenderables(IList<(Of <<'(IRenderable>)>>), RenderContext) | (Overrides SceneObject..::..GetRenderables(IList<(Of <<'(IRenderable>)>>), RenderContext).) | |
| GetService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)(TService%) | (Inherited from ComponentBase.) | |
| GetSquaredDistanceTo(Vector3) | (Inherited from SceneObject.) | |
| GetVisibleSceneObjects(IList<(Of <<'(SceneObject>)>>), RenderContext) | Checks visibility of this scene object and adds into result list if visible. Performs frustrum
test of this object and it's children recursively. Returns true if this object itself is considered as visible. (Inherited from SceneObject.) | |
| Handle | (Inherited from Registered.) | |
| HasComponents | (Inherited from ComponentBase.) | |
| HasHandle | (Inherited from Registered.) | |
| HasName | (Inherited from EntityComponent.) | |
| HasPrototype | Gets if a prototype has been specified to inherit instance data from. (Inherited from Asset.) | |
| HasSceneGraph | (Inherited from SceneObject.) | |
| HasScope | (Inherited from Registered.) | |
| HasUniqueName | Gets if a UniqueName is specified to identify this asset with respect to its owner's other members. (Inherited from Registered.) | |
| ID | (Inherited from Registered.) | |
| IDChanged | (Inherited from Registered.) | |
| IgnoresOrientation | Indicates if object does not really have an 'Orientation' in the scene. (Inherited from SceneObject.) | |
| IgnoresPosition | Indicates if object does not really have a 'Position' in the scene. (Inherited from SceneObject.) | |
| IgnoresSpatialState | Indicates if object does not really have a 'spatial state' in the scene (i.e. no real position or orientation).
Setting to 'true' means it ignore BOTH Position and Orientation.
Setting to 'false' means it cares about BOTH. (Inherited from SceneObject.) | |
| InAreas | (Inherited from SceneObject.) | |
| Initialize()()()() | Initializes the asset so that it might be prepared for use.
By default, PrepareForUse() is called from this method as well. (Inherited from Asset.) | |
| Initialize(IComponentOwner) | (Inherited from Entity.) | |
| Initialized | (Inherited from Entity.) | |
| InputController | (Inherited from SceneObject.) | |
| InputControllerPrefab | (Inherited from SceneObject.) | |
| Intersects(BoundingBox, Boolean) | (Inherited from SceneObject.) | |
| Intersects(BoundingBox%, Boolean) | (Inherited from SceneObject.) | |
| Intersects(BoundingFrustum, Boolean) | (Inherited from SceneObject.) | |
| Intersects(BoundingSphere, Boolean) | (Inherited from SceneObject.) | |
| Intersects(BoundingSphere%, Boolean) | (Inherited from SceneObject.) | |
| Intersects(Vector3, Boolean) | (Inherited from SceneObject.) | |
| Intersects(Vector3%, Boolean) | (Inherited from SceneObject.) | |
| IsActive | (Inherited from Entity.) | |
| IsActiveNonDisposed | (Inherited from Entity.) | |
| IsActiveNotNull(SceneObject) |
Returns true if the SceneObject is not null, is Active, and is not disposed or about to be disposed of/deactivated.
(Inherited from SceneObjectExtensions.) | |
| IsActiveNotNull(SceneObject, Boolean) |
Returns true if the SceneObject is not null, is Active, and is not disposed or about to be disposed of/deactivated, and, if ensureNotShuttingDown is true, this ensures it will not be soon disposed because engine is shutting down
(Inherited from SceneObjectExtensions.) | |
| IsAnimationLooped |
For texture-based particles does determine whether texture animation should be looped.
Default is true.
| |
| IsAnyParentEqual<(Of <<'(T>)>>)(SceneObject) |
Indicates that this sceneObject is of type T and has any not null parent equals to specified one.
(Inherited from SceneObject.) | |
| IsAutoDisposed | Particle system automatically disposes itself when it is finished. | |
| IsBoundingBoxShown | Gets or sets whether or not to display the bounding box for this node. (Inherited from SceneObject.) | |
| IsClippedByViewFrustrum | Gets/sets flag indicate that object is clipped by camera frustrum. In case if this property
is set to false, frustrum clipping is not performed. (Inherited from SceneObject.) | |
| IsDeserialized | Indicates if Instance was created by Deserialization. (Inherited from ComponentBase.) | |
| IsDesignObject | Indicates if object is a "system object" or "low-level internal object" -- usually not shown or saved, but used for implementation
Example: the RootScreenNode. (Inherited from SceneObject.) | |
| IsDesignObjectVisible | Indicates if the DesignMode Renderable is shown, used as a "grip" for manipulating this SceneObject.
Typically used for "non-visible" object types, like Lights, Cameras, Sensors, ParticleSystems, etc. (Inherited from SceneObject.) | |
| IsDisposed | Indicates if resource has been disposed. (Inherited from Asset.) | |
| IsDisposing | Indicates if resource is in process of Disposing but not fully disposed. (Inherited from Asset.) | |
| IsEnabled | Enables or Disables all of the Emitters associated with this Particle System. | |
| IsFocused | (Inherited from SceneObject.) | |
| IsFogOverridden | Gets or sets whether the fog is overridden from the scene's fog settings. (Inherited from SceneObject.) | |
| IsGrounded | Indicates if this object has gravity and falls to the ground (or to it's assigned "DistanceFromGround"). (Inherited from SceneObject.) | |
| IsInitialized | Gets if this entity is currently in an initialized (and non-disposed) state. (Inherited from Asset.) | |
| IsInMainScene | (Inherited from SceneObject.) | |
| IsInSameScene(SceneObject) | (Inherited from SceneObject.) | |
| IsInSameScene(SceneObject, Boolean) | Returns true if given scene object contains in same scene where
this scene object is. Kludge method, because Scene property is unreliable
(it's assigned to World.Scene in SceneObject constructor). (Inherited from SceneObject.) | |
| IsInScene | (Inherited from SceneObject.) | |
| IsLit | (Inherited from SceneObject.) | |
| IsLocked | (Inherited from SceneObject.) | |
| IsNonUniqueAssetInstance | (Inherited from SceneObject.) | |
| IsPartOfParent | (Inherited from SceneObject.) | |
| IsPrototype | (Inherited from Asset.) | |
| IsReadyAndActive |
Gets if this object is ready for use, not disposed or disposing, active and in a scene
(Inherited from SceneObject.) | |
| IsReadyForUse | Gets/sets if asset is ready to be used.
Can be set to 'true' in class constructor in order to skip Preparation logic. (Inherited from Asset.) | |
| IsReflectionAllowed | Gets/sets type of interaction with reflective surfaces (i.e. water) for this scene object. (Inherited from SceneObject.) | |
| IsRefractionAllowed | Gets/sets type of interaction with refracting surfaces (i.e. water) for this scene object. (Inherited from SceneObject.) | |
| IsRenderable | (Inherited from SceneObject.) | |
| IsSaved | Indicates if the component is to be Saved when the owning context is saved
(e.g. for components in your scene, this controls whether or not they are saved to the scene file when the scene is saved).
Typically objects are 'Saved', unless they are transient to be programmatically created each time. (Inherited from ComponentBase.) | |
| IsSavedOnCreatingInstance | (Inherited from Asset.) | |
| IsSelectable | Indicates if Entity is Selectable. (Inherited from SceneObject.) | |
| IsSelected | (Inherited from SceneObject.) | |
| IsStoppedWhenInvisible |
Gets/sets flag indicate that particle system will not update in case
if it's not visible by main camera. Use for continuous effects with specified WarmupTime.
| |
| IsSystemObject | Indicates if object is a "system object" or "low-level internal object" -- usually not shown or saved, but used for implementation
Example: the RootScreenNode. (Inherited from SceneObject.) | |
| IsTerrainModel | (Inherited from SceneObject.) | |
| IsUserControllable | Indicates if Entity can be focused (controlled by the user). (Inherited from SceneObject.) | |
| IsVisibilityAllowedByFilter | (Inherited from SceneObject.) | |
| IsVisible | (Inherited from SceneObject.) | |
| IsVisibleUnderWater | Gets/sets object visibility when camera is under water. Note that it only refers to
underwater visibility, not a visibility on water plane (which is defined by IsReflectionAllowed and IsRefractionAllowed
flags). Default is true. (Inherited from SceneObject.) | |
| IsWithinMainCameraRange | Temporary Field - to be replaced by string-based flag value. Indicates if object is within visible range of MainCamera. (Inherited from SceneObject.) | |
| Material | Gets/Sets a reference to the material of scene object.
Will return Library.Materials.DefaultMaterial if material was not assigned yet. (Inherited from SceneObject.) | |
| MaterialChanged | (Inherited from SceneObject.) | |
| MaterialLoading | (Inherited from SceneObject.) | |
| MaterialName | Gets/Sets the name of the material used for this ActorPart. (Inherited from SceneObject.) | |
| MaxParticles |
Gets/sets max. count of particles allowed for this system.
| |
| MouseOut | (Inherited from SceneObject.) | |
| MouseOver | (Inherited from SceneObject.) | |
| Name | (Inherited from EntityComponent.) | |
| NameID | (Inherited from EntityComponent.) | |
| NotifyComponentsOfEvent<(Of <<'(TEvent>)>>)(TEvent) | (Inherited from Entity.) | |
| NotifyLightListOutdated()()()() |
Notifies the scene object that the list of lights affecting on it are now out of date.
(Inherited from SceneObject.) | |
| NumBoundingBoxUpdatesPerSecond |
Gets/sets number of bounding box updates per second, in case if FPS is high enough for this.
| |
| NumSortingsPerSecond |
Gets/sets number of sortings per second, in case if particles are not being added or removed
(otherwise particles will be sorted after particles added or removed).
Has effect only in case if SortParticles is set.
| |
| NumUpdatesPerSecond |
Gets/sets number of updates per second, in case if FPS is high enough for this.
| |
| NumWorldTransforms | (Inherited from SceneObject.) | |
| ObjectFader | Holds the Fader for this SceneObject. (Inherited from SceneObject.) | |
| ObjectGroup | Object Group that this object belongs to. (Inherited from SceneObject.) | |
| ObjectType | (Inherited from SceneObject.) | |
| ObjectUsage | (Inherited from SceneObject.) | |
| OnCollided(EntityBase) | (Inherited from SceneObject.) | |
| OnEntityFlagsChanged(Flag, Boolean) | (Inherited from SceneObject.) | |
| OnLanded(EntityBase, Vector3) | (Inherited from SceneObject.) | |
| OnMemberwiseClone()()()() | (Inherited from ComponentBase.) | |
| OnMouseOut()()()() | (Inherited from SceneObject.) | |
| OnMouseOver()()()() | (Inherited from SceneObject.) | |
| Opacity | Gets/sets constant opacity of this renderable. (Inherited from SceneObject.) | |
| Owner | (Inherited from Entity.) | |
| OwnerActivated(IComponentOwner) | (Inherited from EntityComponent.) | |
| OwnerDeactivated(IComponentOwner) | (Inherited from EntityComponent.) | |
| OwnerEntity | (Inherited from Entity.) | |
| OwnerOf<(Of <<'(TOwner>)>>)()()()() | (Inherited from Registered.) | |
| ParticleActor |
Gets/sets the Actor instance for geometry-based particle system.
Setting this property may update ParticleSystemType value and re-create particle pool.
| |
| ParticleCount | Gets current amount of particles. | |
| ParticleDepthBias |
Gets/sets depth bias for sprite based particles, in world units. Default is 0.
| |
| ParticleInheritsSpatialState |
If set to true, particle will inherit spatial state of its particle system
(position, orientation and scale). If false, only scale will be inherited from
particle system. Default is false.
| |
| ParticleOrder | Order of particles for particle system with per-particle sort. Contains zero-based
indices of particles from furthest to nearest to the main camera in current scene. | |
| ParticleOrientationType |
Gets/sets particle orientation for sprite-based particles.
| |
| ParticlePointSize |
Gets/sets uniform size applied to all particles in case if particle
type is PointXXXXX.
| |
| Particles | Returns direct reference to the particle array.
This reference may change after new particle was added.
Actual number of allocated particles can be read from ParticleCount property. | |
| ParticlesFinished | Triggers when particle system has finished displaying particles. | |
| ParticleTextureName |
Gets/sets the name of texture for sprite-based particle system.
Setting this property may also update ParticleSystemType value.
| |
| ParticleTextureSubdivisionsHorz |
Gets/sets number of texture subdivisions (slices) for particles, horizontally.
| |
| ParticleTextureSubdivisionsVert |
Gets/sets number of texture subdivisions (slices) for particles, vertically.
| |
| ParticleTransparencyMode |
Gets/sets blending mode for particles. Default is AlphaTransparency.
| |
| ParticleType |
Gets/sets type of particle system.
| |
| PhysicalObject |
For backward compatibility, possibly we will remove this property later.
(Inherited from SceneObject.) | |
| PhysicsBody | Encapsulates the Dynamic properties of this body. (Inherited from SceneObject.) | |
| PhysicsSettings | (Inherited from SceneObject.) | |
| PrepareForUse()()()() | Attempts to prepare asset for use. To be sure, check "IsReadyForUse"
after calling this method to ensure it's really ready for use before using it. (Inherited from Asset.) | |
| PrepareToRender(RenderContext) | This method is invoked just before rendering the object. Implement this method
to perform pending buffer updates, switch between LOD levels for context.Camera etc.
Default SceneObject implementation does nothing. (Inherited from SceneObject.) | |
| Prototype | Gets the prototype this instance or prototype was created from and inherits components and settings from. (Inherited from Entity.) | |
| Remove<(Of <<'(T>)>>)()()()() | (Inherited from Entity.) | |
| Remove(Object) | (Inherited from Entity.) | |
| Remove(NameID) | (Inherited from Entity.) | |
| RemoveAction<(Of <<'(T>)>>)()()()() | (Inherited from Entity.) | |
| RemoveAction(NameID) | (Inherited from Entity.) | |
| RemoveAffector(ParticleAffector) | ||
| RemoveAllParticles()()()() | Removes all particles from particle system. | |
| RemoveParticle(Int32) | Remove particle with given index from the particle array. | |
| RenameKey(NameID, NameID) | (Inherited from Entity.) | |
| RenderMode | (Inherited from SceneObject.) | |
| RenderQueueID | (Inherited from SceneObject.) | |
| ReplaceAction(ActionBase) | (Inherited from Entity.) | |
| ReplaceAction(NameID, ActionBase) | (Inherited from Entity.) | |
| Reset()()()() | Called from 'Activate()' method, or can be called manually. Should initialize custom state of the Activity.
Note, that if the Activity is currently executing, this should have no effect upon the current Activity state. (Inherited from Entity.) | |
| ResetAllEmitters()()()() | Resets emission for all emitters and removes all particles from particle system. | |
| ResetAllEmitters(Boolean) | Resets emission for all emitters and removes all particles from particle system. | |
| ResetDistanceFromGround()()()() | Set DistanceFromGround to value that will place WorldBoundingBoxBottom in contact with ground.
NOTE: Assumes object does not have any special considerations re point to bring in contact with ground.
(Inherited from SceneObject.) | |
| Scene | Gets or sets the actual scene this object belongs in. If this is not assigned to any scene, a the current main scene (or else a default empty scene) will be returned, to ensure null is never returned. (Inherited from SceneObject.) | |
| SceneGraph | Reference to the scene manager who created this object. (Inherited from SceneObject.) | |
| SceneOwner | Gets or sets the actual scene this object belongs in. Unlike the Scene property, this can be null and won't return World.Scene when it is null. (Inherited from SceneObject.) | |
| Scheduler | (Inherited from Entity.) | |
| SchedulerID | (Inherited from Entity.) | |
| Scope | (Inherited from Registered.) | |
| SelectedStatus | Gets/Sets current Selection Status of the Entity - Unselected, Selected, or Focused. (Inherited from SceneObject.) | |
| SelectionStateChanged | (Inherited from SceneObject.) | |
| Set<(Of <<'(T>)>>)(T) | (Inherited from Entity.) | |
| Set(Type, Object) | (Inherited from Entity.) | |
| Set(NameID, Object) | (Inherited from Entity.) | |
| SetDynamicAttributes(RuntimeAttributeDictionary) | (Inherited from SceneObject.) | |
| SetPrivateLights(List<(Of <<'(ILight>)>>)) | Sets an exclusive light affecting on this scene object and all child objects.
If set, none of other scene lights will affect on this scene object. (Inherited from SceneObject.) | |
| SetPrivateLights(ILight) | Sets an exclusive light affecting on this scene object and all child objects.
If set, none of other scene lights will affect on this scene object. (Inherited from SceneObject.) | |
| SetPrivateLights(List<(Of <<'(ILight>)>>), Boolean) | Sets an exclusive list of lights affecting on this scene object.
If set, none of other scene lights will affect on this scene object. (Inherited from SceneObject.) | |
| SetPrivateLights(ILight, Boolean) | Sets an exclusive light affecting on this scene object and all child objects.
If set, none of other scene lights will affect on this scene object. (Inherited from SceneObject.) | |
| SetSavedForObjectGraph(Boolean) | (Inherited from SceneObject.) | |
| SetTargetParentObject(SceneObject) | If treating Object as an Activity, this becomes the parent to which it is attached when you call "Start()". (Inherited from SceneObject.) | |
| ShadowSettings | Gets/sets shadow settings of scene object. (Inherited from SceneObject.) | |
| SnapToGround()()()() | Snaps Object to the Ground Level. (Inherited from SceneObject.) | |
| SortParticles |
Gets/sets flag indicate that particles should be sort
by distance from viewer before rendering. Default is false.
| |
| SourceFile | Gets/Sets the source file for this program. (Inherited from Asset.) | |
| Spatial | (Inherited from SceneObject.) | |
| SpatialChildren | (Inherited from SceneObject.) | |
| SpatialChildrenObjects | (Inherited from SceneObject.) | |
| SpatialEntity | (Inherited from SceneObject.) | |
| SpatialState |
This property is intended to be used for copying SceneObject spatial state via Object Editor.
(Inherited from SceneObject.) | |
| SpeedScalar | (Inherited from SceneObject.) | |
| SpeedScalarChanged | (Inherited from SceneObject.) | |
| StorageModule | (Inherited from Registered.) | |
| Tag | Utility property for custom use by the application. (Inherited from SceneObject.) | |
| ToString()()()() | (Inherited from Entity.) | |
| TransparencySortingFactor |
Gets/sets additional multiplifier for resulting view depth
when performing transparency sorting of the particle system. Semitransparent particles
with larger TransparencySortingFactor will be drawn BEFORE
semitransparent particles with smaller TransparencySortingFactor.
| |
| TriggerAIEvent(BaseEvent) | (Inherited from Entity.) | |
| TriggerEvent(BaseEvent) | (Inherited from Entity.) | |
| Unfocused | (Inherited from SceneObject.) | |
| UniqueName | (Inherited from Registered.) | |
| Update()()()() | Method to be called at a fixed interval (i.e. 'UpdateTimeInterval') by the scheduler to do regular update events. (Inherited from Entity.) | |
| UpdateDistanceFromGround()()()() | Ensure that object has DistanceFromGround value corresponding to its WorldPosition.Y, w.r.t. current ground surfaces.
(Inherited from SceneObject.) | |
| UpdatePerFrame(RenderFrameEventArgs) |
Performs periodical update of particle system even if it is not visible by current camera.
For this purpose, this executes at the start of each frame.
(Overrides SceneObject..::..UpdatePerFrame(RenderFrameEventArgs).) | |
| UpdateTimeInterval | Time interval at which the 'Update()' will be called by the scheduler upon Activation of this Entity. (Inherited from Entity.) | |
| UsePrivateLightsOnly | Gets/sets flag indicate that only private lights should affect on
this object even if there are other lights in scene. Set to false to use
both private lights and scene lights for lighting. Has no effect if
no private lights were specified via SetPrivateLights method. Default is true. (Inherited from SceneObject.) | |
| VisibilityChanged | (Inherited from SceneObject.) | |
| VisualEntity(Entity) | (Inherited from EntityExtensions.) | |
| WarmupTicks |
Gets/sets number of updates during WarmupTime.
As smaller this value, as faster initial update cycle will be done,
but with more inaccurate effect. See UpdateAtStartupTime property for details.
| |
| WarmupTime |
Gets/sets amount time to pass into FastForward method right after
startup, to 'warm up' particle system.
| |
| WasRenderedLastFrame | (Inherited from SceneObject.) | |
| WorldOrientation | Absolute Spatial Orientation of this object. (Inherited from SceneObject.) | |
| WorldPosition | Absolute Spatial Position (location) of this object. (Inherited from SceneObject.) |
Remarks
Particle systems are special effects generators which are based on a number of moving points
which are rendered using sprites or geometry to create the impression of things like like sparkles,
smoke, blood spurts, dust etc.
This class uses geometry instancing to render number of particles in single render call.
Inheritance Hierarchy
System..::..Object
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
AssetOwner
Visual3D..::..Entity
Visual3D..::..SceneObject
Visual3D..::..ParticleSystem
Visual3D.Demo.SampleParticles..::..ItemSpawnParticles
Visual3D.Demo.SampleParticles..::..LightBands
Visual3D.Demo.SampleParticles..::..SparkleFountain
Visual3D.Surroundings.WaterEffects..::..LightBands
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
AssetOwner
Visual3D..::..Entity
Visual3D..::..SceneObject
Visual3D..::..ParticleSystem
Visual3D.Demo.SampleParticles..::..ItemSpawnParticles
Visual3D.Demo.SampleParticles..::..LightBands
Visual3D.Demo.SampleParticles..::..SparkleFountain
Visual3D.Surroundings.WaterEffects..::..LightBands