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delegate void | BlueprintCallback (ObiActorBlueprint blueprint) |
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bool | IsParticleActive (int index) |
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bool | ActivateParticle (int index) |
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bool | DeactivateParticle (int index) |
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void | RecalculateBounds () |
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IEnumerable< IObiConstraints > | GetConstraints () |
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IObiConstraints | GetConstraintsByType (Oni.ConstraintType type) |
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int | GetParticleRuntimeIndex (int blueprintIndex) |
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Vector3 | GetParticlePosition (int index) |
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Quaternion | GetParticleOrientation (int index) |
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void | GetParticleAnisotropy (int index, ref Vector4 b1, ref Vector4 b2, ref Vector4 b3) |
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float | GetParticleMaxRadius (int index) |
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Color | GetParticleColor (int index) |
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void | GenerateImmediate () |
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IEnumerator | Generate () |
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void | Clear () |
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ObiParticleGroup | InsertNewParticleGroup (string name, int index, bool saveImmediately=true) |
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ObiParticleGroup | AppendNewParticleGroup (string name, bool saveImmediately=true) |
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bool | RemoveParticleGroupAt (int index, bool saveImmediately=true) |
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bool | SetParticleGroupName (int index, string name, bool saveImmediately=true) |
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void | ClearParticleGroups (bool saveImmediately=true) |
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void | RemoveSelectedParticles (ref bool[] selected, bool optimize=true) |
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void | RestoreRemovedParticles () |
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virtual void | GenerateTethers (bool[] selected) |
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virtual void | ClearTethers () |
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virtual void | SwapWithFirstInactiveParticle (int index) |
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abstract IEnumerator | Initialize () |
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bool | m_Empty = true |
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int | m_ActiveParticleCount = 0 |
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int | m_InitialActiveParticleCount = 0 |
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Bounds | _bounds = new Bounds() |
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BlueprintCallback | OnBlueprintGenerate |
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bool Obi.ObiActorBlueprint.ActivateParticle |
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int |
index | ) |
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Activates one particle. This operation preserves the relative order of all particles.
bool Obi.ObiActorBlueprint.DeactivateParticle |
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int |
index | ) |
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Deactivates one particle. This operation does not preserve the relative order of other particles, because the last active particle will swap positions with the particle being deactivated.
Vector3 [] Obi.ObiActorBlueprint.angularVelocities = null |
Particle angular velocities.
Color [] Obi.ObiActorBlueprint.colors = null |
Particle colors (not used by all actors, can be null)
Constraint components. Each constraint type contains a list of constraint batches.
int [] Obi.ObiActorBlueprint.filters = null |
float [] Obi.ObiActorBlueprint.invMasses = null |
Quaternion [] Obi.ObiActorBlueprint.orientations = null |
int [] Obi.ObiActorBlueprint.points = null |
Vector3 [] Obi.ObiActorBlueprint.positions = null |
Particle components Particle positions.
Vector3 [] Obi.ObiActorBlueprint.principalRadii = null |
Particle ellipsoid principal radii. These are the ellipsoid radius in each axis.
Quaternion [] Obi.ObiActorBlueprint.restOrientations = null |
Particle rest orientations.
Vector4 [] Obi.ObiActorBlueprint.restPositions = null |
Particle rest positions, used to filter collisions.
Vector3 [] Obi.ObiActorBlueprint.velocities = null |
int Obi.ObiActorBlueprint.particleCount |
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get |
Returns the amount of particles used by this blueprint.
bool Obi.ObiActorBlueprint.usesOrientedParticles |
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get |
Returns whether this group uses oriented particles.
The documentation for this class was generated from the following file:
- Assets/Obi/Scripts/Common/Blueprints/ObiActorBlueprint.cs