proc trailDivisor(self: ParticlesMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc trailDivisor=(self: ParticlesMaterial; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc trailSizeModifier(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc trailSizeModifier=(self: ParticlesMaterial; val: CurveTexture) {.gcsafe,
locks: 0, raises: [], tags: []
.}
-
proc trailColorModifier(self: ParticlesMaterial): GradientTexture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc trailColorModifier=(self: ParticlesMaterial; val: GradientTexture) {.gcsafe,
locks: 0, raises: [], tags: []
.}
-
proc emissionShape(self: ParticlesMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc emissionShape=(self: ParticlesMaterial; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc emissionSphereRadius(self: ParticlesMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionSphereRadius=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionBoxExtents(self: ParticlesMaterial): Vector3 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionBoxExtents=(self: ParticlesMaterial; val: Vector3) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionPointTexture(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc emissionPointTexture=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionNormalTexture(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc emissionNormalTexture=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionColorTexture(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc emissionColorTexture=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionPointCount(self: ParticlesMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc emissionPointCount=(self: ParticlesMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc flagAlignY(self: ParticlesMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc flagAlignY=(self: ParticlesMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagRotateY(self: ParticlesMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc flagRotateY=(self: ParticlesMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagDisableZ(self: ParticlesMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc flagDisableZ=(self: ParticlesMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc spread(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc spread=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flatness(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc flatness=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc gravity(self: ParticlesMaterial): Vector3 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravity=(self: ParticlesMaterial; val: Vector3) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc initialVelocity(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc initialVelocity=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc initialVelocityRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc initialVelocityRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc angularVelocity(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc angularVelocity=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc angularVelocityRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc angularVelocityRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc angularVelocityCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc angularVelocityCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc orbitVelocity(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc orbitVelocity=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc orbitVelocityRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc orbitVelocityRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc orbitVelocityCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc orbitVelocityCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc linearAccel(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc linearAccel=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc linearAccelRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc linearAccelRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc linearAccelCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc linearAccelCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc radialAccel(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc radialAccel=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc radialAccelRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc radialAccelRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc radialAccelCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc radialAccelCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc tangentialAccel(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc tangentialAccel=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc tangentialAccelRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc tangentialAccelRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc tangentialAccelCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc tangentialAccelCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc damping(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc damping=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc dampingRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc dampingRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc dampingCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc dampingCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc angle(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc angle=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc angleRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc angleRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc angleCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc angleCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc scale(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc scale=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc scaleRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc scaleRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc scaleCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc scaleCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc color(self: ParticlesMaterial): Color {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc color=(self: ParticlesMaterial; val: Color) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc colorRamp(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc colorRamp=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc hueVariation(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc hueVariation=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc hueVariationRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc hueVariationRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc hueVariationCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc hueVariationCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc animSpeed(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc animSpeed=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc animSpeedRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc animSpeedRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc animSpeedCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc animSpeedCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc animOffset(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc animOffset=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc animOffsetRandom(self: ParticlesMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc animOffsetRandom=(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc animOffsetCurve(self: ParticlesMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc animOffsetCurve=(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc animLoop(self: ParticlesMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc animLoop=(self: ParticlesMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-