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
.} 
-