C# Class OpenMetaverse.Primitive.ParticleSystem

Complete structure for the particle system
Show file Open project: 3di/3di-viewer-rei-libs Class Usage Examples

Public Properties

Property Type Description
AngularVelocity System.Vector3
BurstPartCount byte
BurstRadius float
BurstRate float
BurstSpeedMax float
BurstSpeedMin float
CRC uint
InnerAngle float
MaxAge float
OuterAngle float
PartAcceleration System.Vector3
PartDataFlags ParticleDataFlags
PartEndColor Color4
PartEndScaleX float
PartEndScaleY float
PartFlags uint
PartMaxAge float
PartStartColor Color4
PartStartScaleX float
PartStartScaleY float
Pattern SourcePattern
StartAge float
Target UUID
Texture UUID

Public Methods

Method Description
GetBytes ( ) : byte[]

Generate byte[] array from particle data

ParticleSystem ( byte data, int pos ) : System

Decodes a byte[] array into a ParticleSystem Object

Method Details

GetBytes() public method

Generate byte[] array from particle data
public GetBytes ( ) : byte[]
return byte[]

ParticleSystem() public method

Decodes a byte[] array into a ParticleSystem Object
public ParticleSystem ( byte data, int pos ) : System
data byte ParticleSystem object
pos int Start position for BitPacker
return System

Property Details

AngularVelocity public property

A T:Vector3 which represents the velocity (speed) from the source which particles are emitted
public Vector3,System AngularVelocity
return System.Vector3

BurstPartCount public property

A representing the maximum number of particles emitted per burst
public byte BurstPartCount
return byte

BurstRadius public property

A representing the number of meters around the center of the source where particles will be created.
public float BurstRadius
return float

BurstRate public property

A representing the number of seconds between burts.
public float BurstRate
return float

BurstSpeedMax public property

A representing in seconds the maximum speed of new particles being emitted.
public float BurstSpeedMax
return float

BurstSpeedMin public property

A representing in seconds, the minimum speed between bursts of new particles being emitted
public float BurstSpeedMin
return float

CRC public property

public uint CRC
return uint

InnerAngle public property

A in radians that specifies where particles will not be created
public float InnerAngle
return float

MaxAge public property

A representing the maximimum age (in seconds) particle will be displayed
Maximum value is 30 seconds
public float MaxAge
return float

OuterAngle public property

A in radians that specifies where particles will be created
public float OuterAngle
return float

PartAcceleration public property

A T:Vector3 which represents the Acceleration from the source which particles are emitted
public Vector3,System PartAcceleration
return System.Vector3

PartDataFlags public property

Flags of particle from T:ParticleDataFlags
public ParticleDataFlags PartDataFlags
return ParticleDataFlags

PartEndColor public property

The T:Color4 the particle has at the ending of its lifecycle
public Color4 PartEndColor
return Color4

PartEndScaleX public property

A that represents the ending X size of the particle
Minimum value is 0, maximum value is 4
public float PartEndScaleX
return float

PartEndScaleY public property

A that represents the ending Y size of the particle
Minimum value is 0, maximum value is 4
public float PartEndScaleY
return float

PartFlags public property

Particle Flags
There appears to be more data packed in to this area for many particle systems. It doesn't appear to be flag values and serialization breaks unless there is a flag for every possible bit so it is left as an unsigned integer
public uint PartFlags
return uint

PartMaxAge public property

Max Age particle system will emit particles for
public float PartMaxAge
return float

PartStartColor public property

The T:Color4 the particle has at the beginning of its lifecycle
public Color4 PartStartColor
return Color4

PartStartScaleX public property

A that represents the starting X size of the particle
Minimum value is 0, maximum value is 4
public float PartStartScaleX
return float

PartStartScaleY public property

A that represents the starting Y size of the particle
Minimum value is 0, maximum value is 4
public float PartStartScaleY
return float

Pattern public property

T:SourcePattern pattern of particles
public SourcePattern Pattern
return SourcePattern

StartAge public property

A representing the number of seconds, from when the particle source comes into view, or the particle system's creation, that the object will emits particles; after this time period no more particles are emitted
public float StartAge
return float

Target public property

The T:UUID Key of the specified target object or avatar particles will follow
public UUID Target
return UUID

Texture public property

The T:UUID Key of the texture displayed on the particle
public UUID Texture
return UUID