class ParticleLayer

Member Functions

void FinalizeSettings()

Call this function after making any changes to the particle parameters. This function will re-evaluate all the parameters to start a new particle simulation.

Return value: none

void SetRandomSeed(seed)

Re-randomizes the particle simulation. Enter a random number for a random particle effect, or some known number to get back to an older simulation.

Return value: none
seed (int): the random seed

void SetNumParticles(num, displayNum)

Set the number of particles.

Return value: none
num (int): number of particles for rendering
displayNum (int): number of particles to display in the editing view

void GetNumParticles(num, displayNum)

Find out how many numbers are in the particle system.

Return value: none
num (int): number of particles for rendering
displayNum (int): number of particles to display in the editing view

void SetLifetime(lifetime)

Set the lifetime of an individual particle.

Return value: none
lifetime (int): lifetime in frames

int Lifetime()

Find out the lifetime of an individual particle.

Return value (int): the lifetime of an individual particle

void SetOrientation(orient)

Set whether the particles should orient themselves to follow their path of motion.

Return value: none
orient (bool): true to orient the particles, otherwise false

bool Orientation()

Tests whether the particles are oriented or not.

Return value (bool): the orientation status of the particles

void SetFreeFloating(freeFloating)

Set whether particles should be free-floating.

Return value: none
freeFloating (bool): true for free-floating, otherwise false

bool FreeFloating()

Tests whether particles are free-floating or not.

Return value (bool): the free-floating status of the particles

void SetEvenlySpaced(evenlySpaced)

Return value: none
evenlySpaced (bool):

bool EvenlySpaced()

Return value (bool):

void SetRandomStartTime(randomStartTime)

Return value: none
randomStartTime (bool):

bool RandomStartTime()

Return value (bool):

void SetSourceDimensions(v)

Sets the shape of the source region of the particle system.

Return value: none
v (const LM_Vector3): the 3D shape of the particle source region

LM_Vector3 SourceDimensions()

Returns the dimensions of the particle source region.

Return value (LM_Vector3): the dimensions of the particle source region

void SetDirection(angle, spread)

Return value: none
angle (float):
spread (float):

void GetDirection(angle, spread)

Return value: none
angle (float):
spread (float):

void SetVelocity(v, spread)

Return value: none
v (float):
spread (float):

void GetVelocity(v, spread)

Return value: none
v (float):
spread (float):

void SetDamping(d)

Return value: none
d (float):

float Damping()

Return value (float):

void SetAcceleration(angle, rate)

Return value: none
angle (float):
rate (float):

void GetAcceleration(angle, rate)

Return value: none
angle (float):
rate (float):

void SetFullSpeedStart(b)

Return value: none
b (bool):

bool FullSpeedStart()

Return value (bool):

AnimBool RunningTrack()

Returns the animation channel that represents the on/off status of the particle simulation.

Return value (AnimBool): the particle on/off animation channel
class ParticleLayer : public GroupLayer {
  void FinalizeSettings();
  void SetRandomSeed(int32 seed);
 
  void SetNumParticles(int32 num, int32 displayNum);
  void GetNumParticles(int32 *num, int32 *displayNum);
  void SetLifetime(int32 lifetime);
  int32 Lifetime();
  void SetOrientation(bool orient);
  bool Orientation();
  void SetFreeFloating(bool freeFloating);
  bool FreeFloating();
  void SetEvenlySpaced(bool evenlySpaced);
  bool EvenlySpaced();
  void SetRandomStartTime(bool randomStartTime);
  bool RandomStartTime();
  void SetSourceDimensions(const LM_Vector3 &v);
  LM_Vector3 SourceDimensions();
  void SetDirection(real angle, real spread);
  void GetDirection(real *angle, real *spread);
  void SetVelocity(real v, real spread);
  void GetVelocity(real *v, real *spread);
  void SetDamping(real d);
  real Damping();
  void SetAcceleration(real angle, real rate);
  void GetAcceleration(real *angle, real *rate);
  void SetFullSpeedStart(bool b);
  bool FullSpeedStart();
 
  AnimBool *RunningTrack();
};