Module particles_material

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Consts

PARAM_INITIAL_LINEAR_VELOCITY = 0'i64
PARAM_ANGULAR_VELOCITY = 1'i64
PARAM_ORBIT_VELOCITY = 2'i64
PARAM_LINEAR_ACCEL = 3'i64
PARAM_RADIAL_ACCEL = 4'i64
PARAM_TANGENTIAL_ACCEL = 5'i64
PARAM_DAMPING = 6'i64
PARAM_ANGLE = 7'i64
PARAM_SCALE = 8'i64
PARAM_HUE_VARIATION = 9'i64
PARAM_ANIM_SPEED = 10'i64
PARAM_ANIM_OFFSET = 11'i64
PARAM_MAX = 12'i64
FLAG_ALIGN_Y_TO_VELOCITY = 0'i64
FLAG_ROTATE_Y = 1'i64
FLAG_MAX = 4'i64
EMISSION_SHAPE_POINT = 0'i64
EMISSION_SHAPE_SPHERE = 1'i64
EMISSION_SHAPE_BOX = 2'i64
EMISSION_SHAPE_POINTS = 3'i64
EMISSION_SHAPE_DIRECTED_POINTS = 4'i64

Procs

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: []
.}