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- # Copyright 2012 United States Government, as represented by the Secretary of Defense, Under
- # Secretary of Defense (Personnel & Readiness).
- #
- # Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
- # in compliance with the License. You may obtain a copy of the License at
- #
- # http://www.apache.org/licenses/LICENSE-2.0
- #
- # Unless required by applicable law or agreed to in writing, software distributed under the License
- # is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
- # or implied. See the License for the specific language governing permissions and limitations under
- # the License.
- ## The component representation of a particle system
- ##
- ## @name particlesystem.vwf
- ## @namespace
- ---
- extends: http://vwf.example.com/node3.vwf
- properties:
- ## Maximum lifetime of particle
- ##
- ## @name particlesystem.vwf#maxLifeTime
- ## @property
- maxLifeTime:
- ## Minimum lifetime of particle
- ##
- ## @name particlesystem.vwf#minLifeTime
- ## @property
- minLifeTime:
- ## Start size of particle
- ##
- ## @name particlesystem.vwf#startSize
- ## @property
- startSize:
- ## End size of particle
- ##
- ## @name particlesystem.vwf#endSize
- ## @property
- endSize:
- ## Loop
- ##
- ## @name particlesystem.vwf#loop
- ## @property
- loop:
- ## Maximum velocity
- ##
- ## @name particlesystem.vwf#maxVelocity
- ## @property
- maxVelocity:
- ## Minimum velocity
- ##
- ## @name particlesystem.vwf#minVelocity
- ## @property
- minVelocity:
- ## Maximum start acceleration
- ##
- ## @name particlesystem.vwf#maxStartAcceleration
- ## @property
- maxAcceleration:
- ## Minimum start acceleration
- ##
- ## @name particlesystem.vwf#minStartAcceleration
- ## @property
- minAcceleration:
- ## Start color
- ##
- ## @name particlesystem.vwf#startColor
- ## @property
- startColor:
- ## End color
- ##
- ## @name particlesystem.vwf#endColor
- ## @property
- endColor:
- ## Image
- ##
- ## @name particlesystem.vwf#image
- ## @property
- image:
- ## true for additive blending, false for normal blending
- ##
- ## @name particlesystem.vwf#additive
- ## @property
- additive:
- ## alpha value for particles
- ##
- ## @name particlesystem.vwf#opacity
- ## @property
- opacity:
- ## depthTest value for particles
- ##
- ## @name particlesystem.vwf#depthTest
- ## @property
- depthTest:
- ## depthWrite value for particles
- ##
- ## @name particlesystem.vwf#depthWrite
- ## @property
- depthWrite:
- ## emitterType value for particles
- ## 'point','sphere','box'
- ## @name particlesystem.vwf#emitterType
- ## @property
- emitterType:
- ## emitterSize value for particles
- ## ignored by point emitter, emitterSize[0] is radius for sphere, emitterSize[x,y,z] is bounds for box emitter
- ## @name particlesystem.vwf#emitterSize
- ## @property
- emitterSize:
- ## the maximum number of particles that will be regenerated per frame. Useful to distrubte particles over time, and avoid
- ## issues where min and max life are the same
- ## @name particlesystem.vwf#maxRate
- ## @property
- maxRate:
- ## The total number of particles in the system
- ## @name particlesystem.vwf#particleCount
- ## @property
- particleCount:
- ## The drag on velocity of the particles
- ## @name particlesystem.vwf#damping
- ## @property
- damping:
- ## 'cartesian' or 'spherical' in cartesian, velocity min and max are box coords, as in min and max local space vectors.
- ## in spherical, they are treated as roe theta and magnitude for vectors, still in local space. in this mode, the range for the first two
- ## components is 0 - 1
- ## this helps set the direction to be random, but the magnitute can be constant
- ## @name particlesystem.vwf#velocityMode
- ## @property
- velocityMode:
- ## solver - the system used to update the position of the particles.
- ## 'Euler' solver can take into account emitter motion, damping and gravity. Runs at 10 ticks per second with linear interpolation
- ## 'Analytic' - runs in realtime, but requires more bandwidth on the GPU bus. Cannot take into account complex forces like damping or gravity
- ## 'AnalyticShader' offloads the analytic solver into a shader. Very high performance, but cannot take into account emitter motion
- ## also, because it cannot branch based on previous states, it does not support maxRate. Instead, it offsets all particles randomly in time to distribute them
- ## @name particlesystem.vwf#solver
- ## @property
- solver:
- ## Split the particle texture by the value. 2 would be a 2x2 tiled texture, 3 is 3x3.
- ## @name particlesystem.vwf#textureTiles
- ## @property
- textureTiles:
- ## the particles spin over time
- ## @name particlesystem.vwf#maxSpin
- ## @property
- maxSpin:
- ## the particles spin over time
- ## @name particlesystem.vwf#minSpin
- ## @property
- minSpin:
- ## the particles orientation
- ## @name particlesystem.vwf#minOrientation
- ## @property
- minOrientation:
- ## the particles orientation
- ## @name particlesystem.vwf#maxOrientation
- ## @property
- maxOrientation:
- ## the particle size
- ## @name particlesystem.vwf#sizeRange
- ## @property
- size:
- ## the variation offset from the start and end size
- ## @name particlesystem.vwf#sizeRange
- ## @property
- sizeRange:
- ## the variation offset from the start and end color
- ## @name particlesystem.vwf#colorRange
- ## @property
- colorRange:
- ## gravatational force toward gravityCenter
- ## @name particlesystem.vwf#gravity
- ## @property
- gravity:
- ## the point in worldspace that the gravity force pulls toward
- ## @name particlesystem.vwf#gravity
- ## @property
- gravityCenter:
- ## World bounding box of the camera. Overrides inherited property to return null, since a camera has no dimensions
- ##
- ## @name camera.vwf#worldBoundingBox
- ## @property
- worldBoundingBox:
- get: |
- return null;
- value: null
|