Packageaway3d.animators.nodes
Classpublic class ParticleFollowNode
InheritanceParticleFollowNode Inheritance ParticleNodeBase Inheritance AnimationNodeBase Inheritance NamedAssetBase Inheritance flash.events.EventDispatcher

A particle animation node used to create a follow behaviour on a particle system.



Public Properties
 PropertyDefined By
 InheritedassetFullPath : Array
[read-only]
NamedAssetBase
 InheritedassetNamespace : String
[read-only]
NamedAssetBase
 InheritedassetType : String
[read-only]
AnimationNodeBase
 InheriteddataLength : int
[read-only] Returns the length of the data used by the node when in LOCAL_STATIC mode.
ParticleNodeBase
 Inheritedmode : uint
[read-only] Returns the property mode of the particle animation node.
ParticleNodeBase
 Inheritedname : String
NamedAssetBase
 InheritedoneData : Vector.<Number>
[read-only] Returns the generated data vector of the node after one particle pass during the generation of all local static data of the particle animation set.
ParticleNodeBase
 InheritedoriginalName : String
[read-only] The original name used for this asset in the resource (e.g.
NamedAssetBase
 Inheritedpriority : int
[read-only] Returns the priority of the particle animation node, used to order the agal generated in a particle animation set.
ParticleNodeBase
 InheritedstateClass : Class
[read-only]
AnimationNodeBase
Protected Properties
 PropertyDefined By
 Inherited_dataLength : uint = 3
ParticleNodeBase
 Inherited_mode : uint
ParticleNodeBase
 Inherited_oneData : Vector.<Number>
ParticleNodeBase
 Inherited_stateClass : Class
AnimationNodeBase
Public Methods
 MethodDefined By
  
ParticleFollowNode(usesPosition:Boolean = true, usesRotation:Boolean = true, smooth:Boolean = false)
Creates a new ParticleFollowNode
ParticleFollowNode
 Inherited
assetPathEquals(name:String, ns:String):Boolean
NamedAssetBase
 Inherited
dispose():void
Cleans up resources used by this asset.
AnimationNodeBase
 Inherited
getAGALFragmentCode(pass:MaterialPassBase, animationRegisterCache:AnimationRegisterCache):String
Returns the AGAL code of the particle animation node for use in the fragment shader.
ParticleNodeBase
 Inherited
getAGALUVCode(pass:MaterialPassBase, animationRegisterCache:AnimationRegisterCache):String
Returns the AGAL code of the particle animation node for use in the fragment shader when UV coordinates are required.
ParticleNodeBase
  
getAGALVertexCode(pass:MaterialPassBase, animationRegisterCache:AnimationRegisterCache):String
[override] Returns the AGAL code of the particle animation node for use in the vertex shader.
ParticleFollowNode
  
ParticleFollowNode
 Inherited
getParticleNodeName(particleNodeClass:Object, particleNodeMode:uint):String
[static]
ParticleNodeBase
 Inherited
resetAssetPath(name:String, ns:String = null, overrideOriginal:Boolean = true):void
NamedAssetBase
Public Constants
 ConstantDefined By
 InheritedDEFAULT_NAMESPACE : String = default
[static]
NamedAssetBase
Constructor Detail
ParticleFollowNode()Constructor
public function ParticleFollowNode(usesPosition:Boolean = true, usesRotation:Boolean = true, smooth:Boolean = false)

Creates a new ParticleFollowNode

Parameters
usesPosition:Boolean (default = true) — usesPosition Defines wehether the individual particle reacts to the position of the target.
 
usesRotation:Boolean (default = true) — usesRotation Defines wehether the individual particle reacts to the rotation of the target.
 
smooth:Boolean (default = false) — smooth Defines wehether the state calculate the interpolated value.
Method Detail
getAGALVertexCode()method
override public function getAGALVertexCode(pass:MaterialPassBase, animationRegisterCache:AnimationRegisterCache):String

Returns the AGAL code of the particle animation node for use in the vertex shader.

Parameters

pass:MaterialPassBase
 
animationRegisterCache:AnimationRegisterCache

Returns
String
getAnimationState()method 
public function getAnimationState(animator:IAnimator):ParticleFollowState

Parameters

animator:IAnimator

Returns
ParticleFollowState