Class FluidRenderingObjectAbstract
Hierarchy (View Summary)
- FluidRenderingObject
Constructors
constructor
-
Instantiates a fluid rendering object
Parameters
- scene: Scene
The scene the object is part of
OptionalshaderLanguage: anyThe shader language to use
Returns FluidRenderingObject
- scene: Scene
Properties
on Particle Size Changed
Observable triggered when the size of the particle is changed
particle Thickness Alpha
Defines the alpha value of a particle
priority
Defines the priority of the object. Objects will be rendered in ascending order of priority
StaticUse Per Particle Size Attribute
Uses each particle's own "size" vertex attribute instead of a single uniform size for all particles (default: false, opt-in).
Accessors
index Buffer
-
get indexBuffer(): Nullable<DataBuffer>
Gets the index buffer (or null if the object is using instancing)
Returns Nullable<DataBuffer>
Abstractnum Particles
-
get numParticles(): number
Gets the number of particles (vertices) of this object
Returns number
The number of particles
particle Size
-
get particleSize(): number
Gets or sets the size of the particle
Returns number
-
set particleSize(size: number): void
Parameters
- size: number
Returns void
shader Language
-
get shaderLanguage(): ShaderLanguage
Gets the shader language used in this object
Returns ShaderLanguage
use Instancing
-
get useInstancing(): boolean
Indicates if the object uses instancing or not
Returns boolean
use Velocity
-
get useVelocity(): boolean
Indicates if velocity of particles should be used when rendering the object. The vertex buffer set must contain a "velocity" buffer for this to work!
Returns boolean
-
set useVelocity(use: boolean): void
Parameters
- use: boolean
Returns void
Abstractvertex Buffers
-
get vertexBuffers(): { [key: string]: VertexBuffer }
Gets the vertex buffers
Returns { [key: string]: VertexBuffer }
Methods
dispose
-
Releases the resources used by the class
Returns void
get Class Name
-
Returns string
the name of the class
is Ready
-
Indicates if the object is ready to be rendered
Returns boolean
True if everything is ready for the object to be rendered, otherwise false
render Depth Texture
-
Render the depth texture for this object
Returns void
render Diffuse Texture
-
Render the diffuse texture for this object
Returns void
render Thickness Texture
-
Render the thickness texture for this object
Returns void
update Simulation
-
Updates the state of the particles when this update is not performed by the diffuse texture rendering. Called after the depth and thickness passes
Returns void
Defines the base object used for fluid rendering. It is based on a list of vertices (particles)