Description | Hierarchy | Fields | Methods | Properties |
type TParticleSystemSceneNode = class(TSceneNode)
A particle system scene node for creating snow, fire, exlosions, smoke...
A scene node controlling a particle System. The behavior of the particles can be controlled by setting the right particle emitters and affectors. You can for example easily create a campfire by doing this:
var P: TParticleSystemSceneNode; Em: TParticleEmitter; Paf: TParticleAffector; ... P := SceneManager.AddParticleSystemSceneNode; P.ParticleSize := Dimension(20.0f, 10.0f); Em := P.CreateBoxEmitter(BoundingBox(-5,0,-5,5,1,5), Vector3D(0.0f,0.03f,0.0f), 40, 80, ARGBColor(0,255,255,255),video::SColor(0,255,255,255), 1100,2000); P.SetEmitter(Em); Em.Drop; Paf := P.CreateFadeOutParticleAffector; P.AddAffector(Paf); Paf.Drop();
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function CreateAnimatedMeshSceneNodeEmitter(Node: TAnimatedMeshSceneNode; UseNormalDirection: Boolean; const Direction: TVector3D; NormalDirectionModifier: Single = 100; Number: Integer = -1; EveryMeshVertex: Boolean = False; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleAnimatedMeshSceneNodeEmitter; overload; inline; |
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function CreateAnimatedMeshSceneNodeEmitter(Node: TAnimatedMeshSceneNode; UseNormalDirection: Boolean = True): TParticleAnimatedMeshSceneNodeEmitter; overload; inline; |
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function CreateAnimatedMeshSceneNodeEmitter(Node: TAnimatedMeshSceneNode; UseNormalDirection: Boolean; const Direction: TVector3D; NormalDirectionModifier: Single; Number: Integer; EveryMeshVertex: Boolean; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleAnimatedMeshSceneNodeEmitter; overload; inline; |
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function CreateAttractionAffector(const Point: TVector3D; Speed: Single = 1; Attract: Boolean = True; AffectX: Boolean = True; AffectY: Boolean = True; AffectZ: Boolean = True): TParticleAttractionAffector; inline; |
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function CreateBoxEmitter(const Box: TBoundingBox; const Direction: TVector3D; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleBoxEmitter; overload; inline; |
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function CreateBoxEmitter(const Box: TBoundingBox): TParticleBoxEmitter; overload; inline; |
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function CreateBoxEmitter(const Box: TBoundingBox; const Direction: TVector3D; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleBoxEmitter; overload; inline; |
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function CreateCylinderEmitter(const Center: TVector3D; Radius: Single; const Normal: TVector3D; Length: Single; OutlineOnly: Boolean; const Direction: TVector3D; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleCylinderEmitter; overload; inline; |
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function CreateCylinderEmitter(const Center: TVector3D; Radius: Single; const Normal: TVector3D; Length: Single; OutlineOnly: Boolean = False): TParticleCylinderEmitter; overload; inline; |
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function CreateCylinderEmitter(const Center: TVector3D; Radius: Single; const Normal: TVector3D; Length: Single; OutlineOnly: Boolean; const Direction: TVector3D; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleCylinderEmitter; overload; inline; |
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function CreateFadeOutAffector(TargetColor: TARGBColor = $00000000; TimeToFadeOut: LongWord = 1000): TParticleFadeOutAffector; inline; |
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function CreateGravityAffector: TParticleGravityAffector; overload; inline; |
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function CreateGravityAffector(const Gravity: TVector3D; TimeForceLost: LongWord = 1000): TParticleGravityAffector; overload; inline; |
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function CreateMeshEmitter(Mesh: TMesh; UseNormalDirection: Boolean; const Direction: TVector3D; NormalDirectionModifier: Single = 100; Number: Integer = -1; EveryMeshVertex: Boolean = False; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleMeshEmitter; overload; inline; |
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function CreateMeshEmitter(Mesh: TMesh; UseNormalDirection: Boolean = True): TParticleMeshEmitter; overload; inline; |
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function CreateMeshEmitter(Mesh: TMesh; UseNormalDirection: Boolean; const Direction: TVector3D; NormalDirectionModifier: Single; Number: Integer; EveryMeshVertex: Boolean; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleMeshEmitter; overload; inline; |
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function CreatePointEmitter(const Direction: TVector3D; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleEmitter; overload; inline; |
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function CreatePointEmitter: TParticleEmitter; overload; inline; |
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function CreatePointEmitter(const Direction: TVector3D; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleEmitter; overload; inline; |
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function CreateRingEmitter(const Center: TVector3D; Radius: Single; RingThickness: Single; const Direction: TVector3D; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleRingEmitter; overload; inline; |
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function CreateRingEmitter(const Center: TVector3D; Radius: Single; RingThickness: Single): TParticleRingEmitter; overload; inline; |
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function CreateRingEmitter(const Center: TVector3D; Radius: Single; RingThickness: Single; const Direction: TVector3D; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleRingEmitter; overload; inline; |
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function CreateRotationAffector(const Speed: TVector3D): TParticleRotationAffector; overload; inline; |
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function CreateRotationAffector: TParticleRotationAffector; overload; inline; |
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function CreateRotationAffector(const Speed: TVector3D; const PivotPoint: TVector3D): TParticleRotationAffector; overload; inline; |
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function CreateScaleParticleAffector: TParticleAffector; overload; inline; |
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function CreateScaleParticleAffector(const ScaleTo: TDimension): TParticleAffector; overload; inline; |
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function CreateSphereEmitter(const Center: TVector3D; Radius: Single; const Direction: TVector3D; NormalDirectionModifier: Single = 100; Number: Integer = -1; EveryMeshVertex: Boolean = False; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleSphereEmitter; overload; inline; |
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function CreateSphereEmitter(const Center: TVector3D; Radius: Single): TParticleSphereEmitter; overload; inline; |
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function CreateSphereEmitter(const Center: TVector3D; Radius: Single; const Direction: TVector3D; NormalDirectionModifier: Single; Number: Integer; EveryMeshVertex: Boolean; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleSphereEmitter; overload; inline; |
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function GetEmitter: TParticleEmitter; inline; |
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procedure AddAffector(Affector: TParticleAffector); inline; |
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procedure RemoveAllAffectors; inline; |
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procedure SetEmitter(Emitter: TParticleEmitter); inline; |
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procedure SetParticlesAreGlobal(Global: Boolean = True); inline; |
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procedure SetParticleSize(const Size: TDimension); inline; |
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function CreateAnimatedMeshSceneNodeEmitter(Node: TAnimatedMeshSceneNode; UseNormalDirection: Boolean; const Direction: TVector3D; NormalDirectionModifier: Single = 100; Number: Integer = -1; EveryMeshVertex: Boolean = False; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleAnimatedMeshSceneNodeEmitter; overload; inline; |
Creates a particle emitter for an animated mesh scene node. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop() for more information. |
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function CreateAnimatedMeshSceneNodeEmitter(Node: TAnimatedMeshSceneNode; UseNormalDirection: Boolean = True): TParticleAnimatedMeshSceneNodeEmitter; overload; inline; |
Creates a particle emitter for an animated mesh scene node. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop() for more information. |
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function CreateAnimatedMeshSceneNodeEmitter(Node: TAnimatedMeshSceneNode; UseNormalDirection: Boolean; const Direction: TVector3D; NormalDirectionModifier: Single; Number: Integer; EveryMeshVertex: Boolean; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleAnimatedMeshSceneNodeEmitter; overload; inline; |
Creates a particle emitter for an animated mesh scene node. . @þaram MaxParticlesPerSecond Maximal amount of particles emitted per second. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop() for more information. |
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function CreateAttractionAffector(const Point: TVector3D; Speed: Single = 1; Attract: Boolean = True; AffectX: Boolean = True; AffectY: Boolean = True; AffectZ: Boolean = True): TParticleAttractionAffector; inline; |
Creates a point attraction affector. Parameters
ReturnsThe created particle affector. To add this affector as new affector of this particle system, just call AddAffector. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop for more information. |
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function CreateBoxEmitter(const Box: TBoundingBox; const Direction: TVector3D; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleBoxEmitter; overload; inline; |
Creates a box particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop() for more information. |
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function CreateBoxEmitter(const Box: TBoundingBox): TParticleBoxEmitter; overload; inline; |
Creates a box particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop() for more information. |
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function CreateBoxEmitter(const Box: TBoundingBox; const Direction: TVector3D; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleBoxEmitter; overload; inline; |
Creates a box particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop() for more information. |
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function CreateCylinderEmitter(const Center: TVector3D; Radius: Single; const Normal: TVector3D; Length: Single; OutlineOnly: Boolean; const Direction: TVector3D; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleCylinderEmitter; overload; inline; |
Creates a particle emitter for emitting from a cylinder. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateCylinderEmitter(const Center: TVector3D; Radius: Single; const Normal: TVector3D; Length: Single; OutlineOnly: Boolean = False): TParticleCylinderEmitter; overload; inline; |
Creates a particle emitter for emitting from a cylinder. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateCylinderEmitter(const Center: TVector3D; Radius: Single; const Normal: TVector3D; Length: Single; OutlineOnly: Boolean; const Direction: TVector3D; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleCylinderEmitter; overload; inline; |
Creates a particle emitter for emitting from a cylinder. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateFadeOutAffector(TargetColor: TARGBColor = $00000000; TimeToFadeOut: LongWord = 1000): TParticleFadeOutAffector; inline; |
Creates a fade out particle affector. Parameters
ReturnsThe created particle affector. To add this affector as new affector of this particle system, just call AddAffector. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop for more information. |
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function CreateGravityAffector: TParticleGravityAffector; overload; inline; |
Creates a gravity affector. ReturnsThe created particle affector. To add this affector as new affector of this particle system, just call AddAffector. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop for more information. |
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function CreateGravityAffector(const Gravity: TVector3D; TimeForceLost: LongWord = 1000): TParticleGravityAffector; overload; inline; |
Creates a gravity affector. Parameters
ReturnsThe created particle affector. To add this affector as new affector of this particle system, just call AddAffector. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop for more information. |
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function CreateMeshEmitter(Mesh: TMesh; UseNormalDirection: Boolean; const Direction: TVector3D; NormalDirectionModifier: Single = 100; Number: Integer = -1; EveryMeshVertex: Boolean = False; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleMeshEmitter; overload; inline; |
Creates a mesh particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateMeshEmitter(Mesh: TMesh; UseNormalDirection: Boolean = True): TParticleMeshEmitter; overload; inline; |
Creates a mesh particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateMeshEmitter(Mesh: TMesh; UseNormalDirection: Boolean; const Direction: TVector3D; NormalDirectionModifier: Single; Number: Integer; EveryMeshVertex: Boolean; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleMeshEmitter; overload; inline; |
Creates a mesh particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreatePointEmitter(const Direction: TVector3D; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleEmitter; overload; inline; |
Creates a point particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreatePointEmitter: TParticleEmitter; overload; inline; |
Creates a point particle emitter. ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreatePointEmitter(const Direction: TVector3D; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleEmitter; overload; inline; |
Creates a point particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateRingEmitter(const Center: TVector3D; Radius: Single; RingThickness: Single; const Direction: TVector3D; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleRingEmitter; overload; inline; |
Creates a ring particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateRingEmitter(const Center: TVector3D; Radius: Single; RingThickness: Single): TParticleRingEmitter; overload; inline; |
Creates a ring particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateRingEmitter(const Center: TVector3D; Radius: Single; RingThickness: Single; const Direction: TVector3D; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleRingEmitter; overload; inline; |
Creates a ring particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateRotationAffector(const Speed: TVector3D): TParticleRotationAffector; overload; inline; |
Creates a rotation affector. Parameters
ReturnsThe created particle affector. To add this affector as new affector of this particle system, just call AddAffector. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop for more information. |
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function CreateRotationAffector: TParticleRotationAffector; overload; inline; |
Creates a rotation affector. ReturnsThe created particle affector. To add this affector as new affector of this particle system, just call AddAffector. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop for more information. |
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function CreateRotationAffector(const Speed: TVector3D; const PivotPoint: TVector3D): TParticleRotationAffector; overload; inline; |
Creates a rotation affector. Parameters
ReturnsThe created particle affector. To add this affector as new affector of this particle system, just call AddAffector. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop for more information. |
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function CreateScaleParticleAffector: TParticleAffector; overload; inline; |
Creates a scale particle affector. ReturnsThe created particle affector. To add this affector as new affector of this particle system, just call AddAffector. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop for more information. |
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function CreateScaleParticleAffector(const ScaleTo: TDimension): TParticleAffector; overload; inline; |
Creates a scale particle affector. Parameters
ReturnsThe created particle affector. To add this affector as new affector of this particle system, just call AddAffector. Note that you'll have to Drop the returned reference, after you don't need it any more, see TReferenceCounted.Drop for more information. |
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function CreateSphereEmitter(const Center: TVector3D; Radius: Single; const Direction: TVector3D; NormalDirectionModifier: Single = 100; Number: Integer = -1; EveryMeshVertex: Boolean = False; MinParticlesPerSecond: LongWord = 5; MaxParticlesPerSecond: LongWord = 10; MinStartColor: TARGBColor = $ff000000; MaxStartColor: TARGBColor = $ffffffff; LifeTimeMin: LongWord = 2000; LifeTimeMax: LongWord = 4000; MaxAngleDegrees: LongInt = 0): TParticleSphereEmitter; overload; inline; |
Creates a sphere particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateSphereEmitter(const Center: TVector3D; Radius: Single): TParticleSphereEmitter; overload; inline; |
Creates a sphere particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function CreateSphereEmitter(const Center: TVector3D; Radius: Single; const Direction: TVector3D; NormalDirectionModifier: Single; Number: Integer; EveryMeshVertex: Boolean; MinParticlesPerSecond: LongWord; MaxParticlesPerSecond: LongWord; MinStartColor: TARGBColor; MaxStartColor: TARGBColor; LifeTimeMin: LongWord; LifeTimeMax: LongWord; MaxAngleDegrees: LongInt; MinStartSize: TDimension; MaxStartSize: TDimension): TParticleSphereEmitter; overload; inline; |
Creates a sphere particle emitter. Parameters
ReturnsThe created particle emitter. To set this emitter as new emitter of this particle system, just call SetEmitter(). Note that you'll have to Drop() the returned pointer, after you don't need it any more, see TReferenceCounted.Drop() for more informations. |
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function GetEmitter: TParticleEmitter; inline; |
Gets the particle emitter, which creates the particles. ReturnsThe emitter or nil if none is set. |
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procedure AddAffector(Affector: TParticleAffector); inline; |
Adds new particle effector to the particle system.
var P: TParticleAffector;
...
P := Node.CreateFadeOutParticleAffector;
Node.AddAffector(P);
P.Drop();
Please note that an affector is not necessary for the particle system to work. Parameters
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procedure RemoveAllAffectors; inline; |
Removes all particle affectors in the particle system. |
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procedure SetEmitter(Emitter: TParticleEmitter); inline; |
Sets the particle emitter, which creates the particles. P := Node.CeatePointEmitter; Node.SetEmitter(P); P.Drop;
Parameters
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procedure SetParticleSize(const Size: TDimension); inline; |
Sets the size of all particles. |