class SceneParticles

in global :: Sandbox

A SceneObject used to render particles. We need to be careful with what we do here, because this object is created for in-engine particles as well as custom scene object particles. With custom particles there's no automatic Simulate, or deletion.. You're completely on your own. This is perhaps a good thing though, it's maybe what you want to happen. To be completely isolated and completely in control. But at the same time maybe it's not and it's something we need to sort out.


public SceneParticles( SceneWorld world, string particleSystem )

Create scene particles.

  • world The scene world to create the particles in.
  • particleSystem Path to the particle system file.

public SceneParticles( SceneWorld world, ParticleSystem particleSystem )

Create scene particles.

  • world The scene world to create the particles in.
  • particleSystem Particle system resource.

public bool RenderParticles { get; set; }

Whether to render the particles or not.

public bool EmissionStopped { get; set; }

Stop (or start) the particle system emission.

public PhysicsWorld PhysicsWorld { set; }

Particle collisions use this physics world to perform traces.

public bool IsControlPointSet( int index )

Whether given control point has any data set.

  • index The control point index. Range is 0-63.

public Vector3 GetControlPointPosition( int index )

Returns the position set on a given control point.

  • index The control point index. Range is 0-63.

public void SetControlPoint( int i, Vector3 position )

Set position on given control point.

  • i The control point index. Range is 0-63.
  • position The position to set.

public void SetControlPoint( int i, Rotation rotation )

Set rotation on given control point.

  • i The control point index. Range is 0-63.
  • rotation The rotation to set.

public void SetControlPoint( int i, Transform transform )

Set transform on given control point.

  • i The control point index. Range is 0-63.
  • transform The transform to set.

public void SetControlPoint( int i, ParticleSnapshot snapshot )

Set snapshot on given control point.

  • i The control point index. Range is 0-63.
  • snapshot The snapshot to set.

public void SetControlPoint( int i, Model model )

Set model on given control point.

  • i The control point index. Range is 0-63.
  • model The model to set.

public void SetNamedValue( string name, Vector3 value )

Set vector on given named value.

  • name The name of the key.
  • value The value to set.

public void Simulate( float f )

Simulate the particles for given amount of time.

  • f Amount of time has passed since last simulation.

public int ActiveParticlesSelf { get; }

The amount of particles

public int ActiveParticlesTotal { get; }

The amount of particles including child systems

public int MaximumParticles { get; }

The total allowed particle count

public void Emit( int count )

Manually emit a bunch of particles

public bool Finished { get; }

True if particle system has reached the end

public float SimulationTime { get; set; }

Get or set the simulation time

public void ClearMaterialOverride( )

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public string ToString( )

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public Type GetType( )

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public ITagSet Tags { get; }

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public SceneRenderLayer RenderLayer { get; set; }

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public bool Equals( object obj )

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public int GetHashCode( )

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public SceneObject.SceneObjectFlagAccessor Flags { get; }

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public bool Batchable { get; set; }

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public void SetMaterialGroup( string name )

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public void SetMaterialOverride( Material material, string attributeName, int attributeValue = 1 )

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public void SetMaterialOverride( Material material )

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public bool ClipPlaneEnabled

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public Model Model { get; set; }

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public void RemoveChild( SceneObject child )

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public void AddChild( string name, SceneObject child )

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public SceneObject Parent { get; }

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public Color ColorTint { get; set; }

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public bool RenderingEnabled { get; set; }

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public BBox LocalBounds { get; set; }

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public Plane ClipPlane

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public Vector3 Position { get; set; }

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public Rotation Rotation { get; set; }

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public Transform Transform { get; set; }

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public void Delete( )

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public SceneWorld World { get; }

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public RenderAttributes Attributes { get; }

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public ulong MeshGroupMask { get; set; }

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public BBox Bounds { get; set; }

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