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AVEVA™ XR Studio

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.

XR-WIN

XR-P-WIN

XR-P-IOS

XR-P-AND

XR-P-WASM

Full support

No support

No support

No support

No support

Full support

No support

No support

No support

No support

Moving and Parenting

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

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.

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.

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.

disableGravity

sbool

Optional

false

Particles are not influenced by gravity.

disableWind

sbool

Optional

false

Particles are not influenced by wind.

durationLoops

sint

Optional

0

Number of emission loops. Zero (0) means infinite.

durationTime

sfloat

Optional

10

Emission duration for each loop, in seconds.

dynamicFriction

sfloat

Optional

0

Dynamic friction used for collision with the shapes of Dynamic Actors.

emittersNum

sint

Optional

1

Number of emitters in the particle system.

enabled

sbool

Optional

true

Blocks/unblocks particle system calculations.

externalAcceleration

svec3

Optional

0 0 0

Extra acceleration applied to each particle at each time step.

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.

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.

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.

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.

staticFriction

sfloat

Optional

0

Static friction used for collision with the shapes of Static Actors.

visible

sbool

Optional

true

Shows/hides the particle system.

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