Module particles_material

Search:
Group by:

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
.}
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
.}