Class ParticleCollection
Namespace: ValveResourceFormat.Particles
Assembly: ValveResourceFormat.dll
Manages the initial and current state arrays for all live particles in a system.
public class ParticleCollectionInheritance
object ← ParticleCollection
Fields
MAX_GPU_PARTICLES
The most particles a GPU simulated system can hold.
public const int MAX_GPU_PARTICLES = 100000Field Value
int
MAX_PARTICLES
The most particles a CPU simulated system can hold.
public const int MAX_PARTICLES = 20000Field Value
int
Properties
Capacity
Gets the maximum number of particles this collection can hold.
public int Capacity { get; }Property Value
int
Count
Gets the current number of live particles.
public int Count { get; }Property Value
int
Current
Gets a span over the current (this-frame) particle states.
public ParticleSpan Current { get; }Property Value
Initial
Gets a span over the initial (spawn-time) particle states.
public ParticleSpan Initial { get; }Property Value
PreserveOrderOnKill
Whether removing particles keeps the survivors in order. Otherwise each removed particle's slot is filled with the last particle.
public bool PreserveOrderOnKill { get; }Property Value
bool
PreviousStep
The particles as they were before the step that carried the system past the time it was asked to reach, indexed like ParticleCollection.Current. Empty unless such a step was the last one simulated. A particle created during that step holds its state at creation. Only the stored attributes renderers blend are kept.
public ParticleSpan PreviousStep { get; }
