This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.ParticlesFieldDeflector Class

Inherits from: ParticlesField

This class represents a deflector for particles generated by Particle Systems. Deflector is a surface field that has no visual representation, but physically interacts with particle systems (other objects are not affected) blocking the way for particles and making them bounce off the deflector's surface. Depending on the specified size, it can be either rectangular or square, plus it can be arbitrarily positioned or rotated to cover the necessary area.

Deflectors are one-sided, meaning the particles can freely penetrate them through one side, and interact only with the opposite one, for example, when falling on it from above.

ParticlesFieldDeflector Class

Properties

vec2 Size#

The size of the Particles Field Deflector along the X and Y axes, in units.

float Roughness#

The roughness coefficient of the Particles Field Deflector. This coefficient defines roughness of the deflector surface the particles collide with, and the range of angles at which particles shall bounce from the deflector.
  • The minimum value of 0 means the surface is smooth and bouncing particles are scattered in a uniform direction.
  • The maximum value of 1 means the surface is uneven and bouncing particles are scattered in different directions.

float Restitution#

The restitution coefficient of the Particles Field Deflector. This coefficient defines the value of the bouncing impulse a particle will receive on a contact with the deflector (how fast a particle shall bounce from the deflector).
  • The minimum value of 0 means the particles do not bounce off, but rather slide along deflector surface.
  • The maximum value of 1 makes the angle of bouncing equal to the angle at which the particles fall.

Members


ParticlesFieldDeflector ( ) #

Constructor. Creates a new Particles Field Deflector with default parameters.

ParticlesFieldDeflector ( vec2 size ) #

Constructor. Creates a new Particles Field Deflector of the specified size.

Arguments

  • vec2 size - Size of the Particles Field Deflector along the X and Y axes, in units.

static int type ( ) #

Returns the type of the Particles Field Deflector node.

Return value

ParticlesFieldDeflector type identifier.
Last update: 2023-04-28
Build: ()