ProtectedconstructorOptionalisInternalConstructor: booleanIntensity of the forces and velocities applied by the vector field.
Determines should the field influence particles outside of the field bounds. If true the field will be tiled infinitely in the X direction.
Determines should the field influence particles outside of the field bounds. If true the field will be tiled infinitely in the Y direction.
Determines should the field influence particles outside of the field bounds. If true the field will be tiled infinitely in the Z direction.
Initial rotation of the vector field.
Determines the amount to rotate the vector field every second, in degrees, around XYZ axis respectively. Evaluated over the particle system lifetime.
Determines how closely does the particle velocity follow the vectors in the field. If set to 1 particles will be snapped to the exact velocity of the value in the field, and if set to 0 the field will not influence particle velocities directly.
Represents a three dimensional field of vectors. It is represented by spatial bounds which are split into a grid of values with user-defined density, where each grid cell is assigned a vector.
Represents a three dimensional field of vectors. It is represented by spatial bounds which are split into a grid of values with user-defined density, where each grid cell is assigned a vector.
Represents a three dimensional field of vectors. It is represented by spatial bounds which are split into a grid of values with user-defined density, where each grid cell is assigned a vector.
Marks the object as dirty.
Flags specifying what kind of member was changed.
Allows modifying this object multiple times in a row in a scope, without marking the object dirty immediately. Dirty flags are accumulated and the object is marked dirty at the end.
The scope where the object is modified.
Settings used for controlling a vector field in a GPU simulated particle system.