S2ENGINE HD
1.4.6
Official manual about S2Engine HD editor and programming
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Base Class: SceneObject
This is the base particle system class. Particle systems are useful for game special effects just like explosions, fire, smoke, etc...
They are simulated using physics euler integration. Since today games are rich of Particle systems, S2Engine HD update them in a separate thread, so more processor power is used.
Particle systems can activate an object during their life. This is useful to build complex cascading effects in which a particle system activates another particle system which activates another particle system and so on...
Gravity | (float) Gravity force applied to particles |
Material | (material name) Material applied to particles |
Num_particles | (int) Number of emitted particles. From 1 to 100. |
Particle_size | (float) Start size of the particles |
Normal_speed | (float) Normal force ( along the particle system z axis) applied to particles. |
Tangent_speed | (float) Tangent force ( along the particle system x axis) applied to particles. |
Trail | (bool) If true particles form trails during their movement depending on velocity. Useful to simulate fast particles. |
Loop | (bool) If true particles emission is looped |
Particle_life | (float) Life of a single particle in seconds |
Rotation_speed | (float) Rotation speed of particles |
Particle_end_size(float) | this is increment in start size of particles during its life. It is computed with the following forumla: Particle_size + (Particle_end_size*particleLife). |
Deltatime | (float) Duration of the entire particle system. Works only if loop is true. -1 value means infinity particle system duration |
Sound | (Sound name) Sound played by particle system. If loop is true sound is looped. |
Fade | (float)If true particle system disappear smoothly. Works if diffuse texture of material particle system as alpha channel. |
Range | (float)Sound range of particle system. |
Dump | (float)Dump force applied to particles movement |
CastLight | (bool)If true particle system casts light |
Texture | Works only if particle system casts light. It is equivalent to the param in Light class |
Fallof | Works only if particle system casts light. It is equivalent to the param in Light class |
Projtype | Works only if particle system casts light. It is equivalent to the param in Light class |
LightScale | Works only if particle system casts light. It is equivalent to the param in Light class |
LightRadius | Works only if particle system casts light. It is equivalent to the param in Light class |
Local | (bool). If true particles position is dependent from the position of the entire particle system, i.e. they move together the entire particle system. |
Emitter | (float) the radius of the particle system emitter. Bigger values means bigger emitter. |
Frequency | (float) emission frequency. It means the frequency at which particles are generated. Between 0.0 and 1.0. |
PStoActivate | (prefab filename) The name of prefab asset the must be spawned from this. |
ActivationTime | (float) time at which to activate the new object . |
PStoActivateOfs | (vec3) local position (i.e. respect to this particle system) at which activate the new object. |
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