S2ENGINE HD  1.4.6
Official manual about S2Engine HD editor and programming
Particle System

Base Class: SceneObject

Psystem.jpg

Overview

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...

Parameters
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
TextureWorks only if particle system casts light. It is equivalent to the param in Light class
FallofWorks only if particle system casts light. It is equivalent to the param in Light class
ProjtypeWorks only if particle system casts light. It is equivalent to the param in Light class
LightScaleWorks only if particle system casts light. It is equivalent to the param in Light class
LightRadiusWorks 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.

Receiving Messages

none

Sending Messages

none

See also
Messages