PxParticles
- Last UpdatedDec 16, 2023
- 4 minute read
The PxParticles node is the base node for PxParticlesComplex and PxParticlesFluid and contains their common attributes. By default, all its parameter values are inherited by all its derived nodes.
Platform support
This node is supported on XR-Windows platform only.
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XR-WIN |
XR-P-WIN |
XR-P-IOS |
XR-P-AND |
XR-P-WASM |
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Full support |
No support |
No support |
No support |
No support |
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Moving and Parenting
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It is a NodeBaseMovable node, so it supports space transformations and parenting.
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You can change the space transformations and visibility of derived nodes PxParticlesComplex and PxParticlesFluid.
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You can also include PxParticlesComplex and PxParticlesFluid in a hierarchy of nodes, and therefore apply common transformations to a parent node and its children.
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When moving the node, transformations apply only to 3D entities, while visibility changes apply also to Rect (Legacy) and Hotspot.
Code example
No usage. This node cannot be instantiated.
PxParticles fields
These are the fields for PxParticles node. For space transformation fields, refer to NodeBaseMovable.
Only the node-specific fields are indicated, not fields obtained by inheritance.
Field inheritance: NodeBase > NodeBaseMovable > PxParticles
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Fields |
Type |
Use |
Default value |
Description |
|---|---|---|---|---|
|
collisionWithDynamicActors |
sbool |
Optional |
false |
Enables/disables collision of particles with dynamic actors. Enabling this parameter makes particles collide with (but not influence) rigid bodies. You can disable this parameter to save memory space and execution time. |
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contactOffset |
sfloat |
Optional |
0.2 |
Defines the distance at which contacts between particles and rigid actors are created. The contacts are internally used to avoid jitter and sticking. It must be larger than restOffset. |
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damping |
sfloat |
Optional |
0 |
Velocity damping constant, which is globally applied to each particle. It is a force used to reduce the velocity of the particles over time. |
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disableGravity |
sbool |
Optional |
false |
Particles are not influenced by gravity. |
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disableWind |
sbool |
Optional |
false |
Particles are not influenced by wind. |
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durationLoops |
sint |
Optional |
0 |
Number of emission loops. Zero (0) means infinite. |
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durationTime |
sfloat |
Optional |
10 |
Emission duration for each loop, in seconds. |
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dynamicFriction |
sfloat |
Optional |
0 |
Dynamic friction used for collision with the shapes of Dynamic Actors. |
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emittersNum |
sint |
Optional |
1 |
Number of emitters in the particle system. |
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enabled |
sbool |
Optional |
true |
Blocks/unblocks particle system calculations. |
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externalAcceleration |
svec3 |
Optional |
0 0 0 |
Extra acceleration applied to each particle at each time step. |
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gridSize |
sfloat |
Optional |
5 |
Sets the particle grid size for internal spatial data structures. Small grid size values might result in spatial data structure overflow, since the number of grid cells is limited to about 1000. Large grid size values might result in poor performance due to ineffective spatial queries or lack of parallelization opportunities. |
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influenceDynamicActors |
sbool |
Optional |
false |
Enables/disables particles influence to the rigid bodies simulation. When false, rigid bodies are not influenced by colliding particles. Use particleMass to control the strength of the feedback force on rigid bodies. |
|
maxParticles |
sint |
Optional |
5000 |
The maximum number of particles that can be added to a particle system. It also impacts the memory allocated by the system. |
|
maxMotionDistance |
sfloat |
Optional |
0.3 |
The farthest a particle can travel during one simulation step. High values can impact performance. Low values can restrict particle velocity. |
|
particleMass |
sfloat |
Optional |
0.01 |
Mass used for two-way interaction with rigid bodies. |
|
pxScene |
sstring |
Mandatory |
Not set |
Name of the PxScene that the particle system belongs to. |
|
rate |
sfloat |
Optional |
200 |
Emission rate, in particles per second. |
|
recycleParticles |
sbool |
Optional |
false |
Sometimes, when particles have long life, the emitter can no longer emit new particles due to the fact there are already \\maxParticles emitted particles. Setting the value of the recycleParticles field to true when the \\maxParticles value is reached, enables old particles to be killed to let the emitter emit new particles according to the desired rate. |
|
reset |
sevent |
Optional |
Not set |
Kills all the living particles. Resets the system. |
|
restitution |
sfloat |
Optional |
0 |
Restitution used for collision with shapes. |
|
restOffset |
sfloat |
Optional |
0.1 |
Defines the minimum distance between particles and the surface of rigid actors that is maintained by the collision system. |
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template |
sstring |
Mandatory |
Not set |
Name of the template particle system loaded as parameter starting point. It can be set at runtime to change the particle system settings. |
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skipPassHdrb |
sbool |
Optional |
false |
Set to true when using realtime shadows to avoid conflicts among particles and shadows visualization. Verify that the rendering effect of the particle system changes. |
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staticFriction |
sfloat |
Optional |
0 |
Static friction used for collision with the shapes of Static Actors. |
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visible |
sbool |
Optional |
true |
Shows/hides the particle system. |