Describes the NxParameterized::Interface for 'GroundEmitterAssetParameters' : This class is parameter storage for the NxGroundEmitterAsset. More...
#include <params.h>
Public Attributes | |
F32 | densityRange.min |
'densityRange.min' : Helpful documentation goes here | |
F32 | densityRange.max |
'densityRange.max' : Helpful documentation goes here | |
Vec3 | velocityRange.min |
'velocityRange.min' : Helpful documentation goes here | |
Vec3 | velocityRange.max |
'velocityRange.max' : Helpful documentation goes here | |
F32 | lifetimeRange.min |
'lifetimeRange.min' : Helpful documentation goes here | |
F32 | lifetimeRange.max |
'lifetimeRange.max' : Helpful documentation goes here | |
F32 | radius |
'radius' : Radius | |
F32 | raycastHeight |
'raycastHeight' : Raycast Height | |
F32 | spawnHeight |
'spawnHeight' : Spawn Height | |
U32 | maxRaycastsPerFrame |
'maxRaycastsPerFrame' : Maximum Raycasts per Frame | |
String | raycastCollisionGroupMaskName |
'raycastCollisionGroupMaskName' : Raycast Collision Group Mask Name | |
Ref | materialFactoryMapList[].iofxAssetName |
'materialFactoryMapList[].iofxAssetName' : The name of the instanced object effects asset that will render your particles | |
Ref | materialFactoryMapList[].iosAssetName |
'materialFactoryMapList[].iosAssetName' : The asset name of the particle system that will simulate your particles | |
String | materialFactoryMapList[].physMatName |
'materialFactoryMapList[].physMatName' : User defined material name. The ground emitter will convert this name into an * NxMaterialID at runtime by a getResource() call to the named resource provider under the namespace "NSPhysicalMaterial" * Note this is the physical material, not rendering material. | |
F32 | materialFactoryMapList[].weight |
'materialFactoryMapList[].weight' : The weight of this factory relative to other factories on the same material | |
F32 | materialFactoryMapList[].maxSlopeAngle |
'materialFactoryMapList[].maxSlopeAngle' : The maximum slope at which particles will be added to the surface in degrees where 0 is horizontal and 90 is vertical. | |
U32 | materialFactoryMapList[].lodParamDesc.version |
'materialFactoryMapList[].lodParamDesc.version' : Helpful documentation goes here | |
F32 | materialFactoryMapList[].lodParamDesc.maxDistance |
'materialFactoryMapList[].lodParamDesc.maxDistance' : Objects greater than this distance from the player will be culled more aggressively | |
F32 | materialFactoryMapList[].lodParamDesc.distanceWeight |
'materialFactoryMapList[].lodParamDesc.distanceWeight' : Weight given to distance parameter in LOD function | |
F32 | materialFactoryMapList[].lodParamDesc.speedWeight |
'materialFactoryMapList[].lodParamDesc.speedWeight' : Weight given to velocity parameter in LOD function | |
F32 | materialFactoryMapList[].lodParamDesc.lifeWeight |
'materialFactoryMapList[].lodParamDesc.lifeWeight' : Weight given to life remain parameter in LOD function | |
F32 | materialFactoryMapList[].lodParamDesc.separationWeight |
'materialFactoryMapList[].lodParamDesc.separationWeight' : Weight given to separation parameter in LOD function | |
F32 | materialFactoryMapList[].lodParamDesc.bias |
'materialFactoryMapList[].lodParamDesc.bias' : Bias given to objects spawned by this emitter, relative to other emitters in the same IOS |
Describes the NxParameterized::Interface for 'GroundEmitterAssetParameters' : This class is parameter storage for the NxGroundEmitterAsset.
GroundEmitterAssetParameters contains 24 fully qualified names --------------------------------------------- 1 : F32 densityRange.min 2 : F32 densityRange.max 3 : Vec3 velocityRange.min 4 : Vec3 velocityRange.max 5 : F32 lifetimeRange.min 6 : F32 lifetimeRange.max 7 : F32 radius 8 : F32 raycastHeight 9 : F32 spawnHeight 10 : U32 maxRaycastsPerFrame 11 : String raycastCollisionGroupMaskName 12 : ArraySizeName materialFactoryMapList 13 : Ref materialFactoryMapList[].iofxAssetName 14 : Ref materialFactoryMapList[].iosAssetName 15 : String materialFactoryMapList[].physMatName 16 : F32 materialFactoryMapList[].weight 17 : F32 materialFactoryMapList[].maxSlopeAngle 18 : U32 materialFactoryMapList[].lodParamDesc.version 19 : F32 materialFactoryMapList[].lodParamDesc.maxDistance 20 : F32 materialFactoryMapList[].lodParamDesc.distanceWeight 21 : F32 materialFactoryMapList[].lodParamDesc.speedWeight 22 : F32 materialFactoryMapList[].lodParamDesc.lifeWeight 23 : F32 materialFactoryMapList[].lodParamDesc.separationWeight 24 : F32 materialFactoryMapList[].lodParamDesc.bias
'densityRange.max' : Helpful documentation goes here
'densityRange.min' : Helpful documentation goes here
'lifetimeRange.max' : Helpful documentation goes here
'lifetimeRange.min' : Helpful documentation goes here
'materialFactoryMapList[].iofxAssetName' : The name of the instanced object effects asset that will render your particles
'materialFactoryMapList[].iosAssetName' : The asset name of the particle system that will simulate your particles
'materialFactoryMapList[].lodParamDesc.bias' : Bias given to objects spawned by this emitter, relative to other emitters in the same IOS
'materialFactoryMapList[].lodParamDesc.distanceWeight' : Weight given to distance parameter in LOD function
'materialFactoryMapList[].lodParamDesc.lifeWeight' : Weight given to life remain parameter in LOD function
'materialFactoryMapList[].lodParamDesc.maxDistance' : Objects greater than this distance from the player will be culled more aggressively
'materialFactoryMapList[].lodParamDesc.separationWeight' : Weight given to separation parameter in LOD function
'materialFactoryMapList[].lodParamDesc.speedWeight' : Weight given to velocity parameter in LOD function
'materialFactoryMapList[].lodParamDesc.version' : Helpful documentation goes here
'materialFactoryMapList[].maxSlopeAngle' : The maximum slope at which particles will be added to the surface in degrees where 0 is horizontal and 90 is vertical.
'materialFactoryMapList[].physMatName' : User defined material name. The ground emitter will convert this name into an * NxMaterialID at runtime by a getResource() call to the named resource provider under the namespace "NSPhysicalMaterial" * Note this is the physical material, not rendering material.
'materialFactoryMapList[].weight' : The weight of this factory relative to other factories on the same material
'maxRaycastsPerFrame' : Maximum Raycasts per Frame
The maximum raycasts per frame.
'radius' : Radius
The ground emitter actor will create objects within a circle of size 'radius'.
'raycastCollisionGroupMaskName' : Raycast Collision Group Mask Name
Defines a bitmask of collision groups for the raycasts around the player. If none is provided, the raycast will hit everything in the scene. This name will be resolved into a bitmask of collision group IDs by a call to the named resource provider using both the 'NSCollisionGroupMask' and 'NSCollisionGroup128' namespaces. This avoids storing fragile enums in asset files. The collision groups and collision group mask and 128 bit NxGroupsMask can be set directly on NxGroundEmitterActors.
'raycastHeight' : Raycast Height
The height from which the ground emitter will cast rays at terrain/objects opposite of the 'upDirection'.
'spawnHeight' : Spawn Height
The height above the ground to emit particles. If greater than 0, the ground emitter will refresh a disc above the player's position rather than refreshing a circle around the player's position.
'velocityRange.max' : Helpful documentation goes here
'velocityRange.min' : Helpful documentation goes here