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