ParticleSystem class


ParticleSystem(World world)


accumulation2Buffer List<Vector2>
read / write
accumulationBuffer Float64List
read / write
allGroupFlags int
read / write
allParticleFlags int
read / write
bodyContactBuffer List<ParticleBodyContact>
read / write
bodyContactCapacity int
read / write
bodyContactCount int
read / write
colorBuffer ParticleBuffer<ParticleColor>
read / write
colorMixingStrength double
read / write
contactBuffer List<ParticleContact>
read / write
contactCapacity int
read / write
contactCount int
read / write
count int
read / write
dampingStrength double
read / write
density double
read / write
depthBuffer Float64List
read / write
ejectionStrength double
read / write
elasticStrength double
read / write
flagsBuffer ParticleBufferInt
read / write
gravityScale double
read / write
groupBuffer List<ParticleGroup>
read / write
groupCount int
read / write
groupList ParticleGroup
read / write
hashCode int
The hash code for this object. [...]
read-only, inherited
internalAllocatedCapacity int
read / write
inverseDensity double
read / write
inverseDiameter double
read / write
maxCount int
read / write
pairBuffer List<PsPair>
read / write
pairCapacity int
read / write
pairCount int
read / write
particleDiameter double
read / write
positionBuffer ParticleBuffer<Vector2>
read / write
powderStrength double
read / write
pressureStrength double
read / write
proxyBuffer List<PsProxy>
read / write
proxyCapacity int
read / write
proxyCount int
read / write
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
springStrength double
read / write
squaredDiameter double
read / write
surfaceTensionStrengthA double
read / write
surfaceTensionStrengthB double
read / write
timestamp int
read / write
triadBuffer List<PsTriad>
read / write
triadCapacity int
read / write
triadCount int
read / write
userDataBuffer ParticleBuffer<Object>
read / write
velocityBuffer ParticleBuffer<Vector2>
read / write
viscousStrength double
read / write
world World
read / write


addContact(int a, int b) → void
computeDepthForGroup(ParticleGroup group) → void
computeParticleCollisionEnergy() double
createParticle(ParticleDef def) int
createParticleGroup(ParticleGroupDef groupDef) ParticleGroup
destroyParticle(int index, bool callDestructionListener) → void
destroyParticleGroup(ParticleGroup group) → void
destroyParticlesInGroup(ParticleGroup group, bool callDestructionListener) → void
destroyParticlesInShape(Shape shape, Transform xf, bool callDestructionListener) int
getCriticalPressure(TimeStep step) double
getCriticalVelocity(TimeStep step) double
getCriticalVelocitySquared(TimeStep step) double
getParticleColorBuffer() List<ParticleColor>
getParticleCount() int
getParticleDamping() double
getParticleDensity() double
getParticleFlagsBuffer() List<int>
getParticleGravityScale() double
getParticleGroupBuffer() List<ParticleGroup>
getParticleGroupCount() int
getParticleGroupList() List<ParticleGroup>
getParticleInvMass() double
getParticleMass() double
getParticleMaxCount() int
getParticlePositionBuffer() List<Vector2>
getParticleRadius() double
getParticleStride() double
getParticleUserDataBuffer() List<Object>
getParticleVelocityBuffer() List<Vector2>
joinParticleGroups(ParticleGroup groupA, ParticleGroup groupB) → void
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
queryAABB(ParticleQueryCallback callback, AABB aabb) → void
raycast(ParticleRaycastCallback callback, Vector2 point1, Vector2 point2) → void
@param callback @param point1 @param point2
requestParticleBuffer<T>(List<T> buffer, T allocClosure()) List<T>
requestParticleBufferFloat64(Float64List buffer) Float64List
RotateBuffer(int start, int mid, int end) → void
setParticleBuffer(ParticleBuffer buffer, List newData, int newCapacity) → void
setParticleBufferInt(ParticleBufferInt buffer, List<int> newData, int newCapacity) → void
setParticleColorBuffer(List<ParticleColor> buffer, int capacity) → void
setParticleDamping(double damping) → void
setParticleDensity(double density) → void
setParticleFlagsBuffer(List<int> buffer, int capacity) → void
setParticleGravityScale(double gravityScale) → void
setParticleMaxCount(int count) → void
setParticlePositionBuffer(List<Vector2> buffer, int capacity) → void
setParticleRadius(double radius) → void
setParticleUserDataBuffer(List<Object> buffer, int capacity) → void
setParticleVelocityBuffer(List<Vector2> buffer, int capacity) → void
solve(TimeStep step) → void
solveCollision(TimeStep step) → void
solveColorMixing(TimeStep step) → void
solveDamping(TimeStep step) → void
solveElastic(TimeStep step) → void
solvePowder(TimeStep step) → void
solvePressure(TimeStep step) → void
solveRigid(TimeStep step) → void
solveSolid(TimeStep step) → void
solveSpring(TimeStep step) → void
solveTensile(TimeStep step) → void
solveViscous(TimeStep step) → void
solveWall(TimeStep step) → void
solveZombie() → void
toString() String
A string representation of this object. [...]
updateBodyContacts() → void
updateContacts(bool exceptZombie) → void


operator ==(Object other) bool
The equality operator. [...]

Static Methods

allocObject() Object
allocParticleColor() ParticleColor
allocParticleContact() ParticleContact
allocParticleGroup() ParticleGroup
allocPsPair() PsPair
allocPsProxy() PsProxy
allocVec2() Vector2
computeRelativeTag(int tag, int x, int y) int
computeTag(double x, double y) int
limitCapacity(int capacity, int maxCount) int
reallocateBuffer<T>(ParticleBuffer<T> buffer, int oldCapacity, int newCapacity, bool deferred) List<T>
reallocateBufferInt(ParticleBufferInt buffer, int oldCapacity, int newCapacity, bool deferred) List<int>


k_noPressureFlags → const int
All particle types that require computing depth
k_pairFlags → const int
All particle types that require creating pairs
k_triadFlags → const int
All particle types that require creating triads
tagBits → const int
8 * 4 - 1
xMask → const int
(1 << xTruncBits) - 1
xOffset → const int
xScale * (1 << (xTruncBits - 1))
xScale → const int
1 << xShift
xShift → const int
tagBits - yTruncBits - xTruncBits
xTruncBits → const int
yMask → const int
(1 << yTruncBits) - 1
yOffset → const int
1 << (yTruncBits - 1)
yShift → const int
tagBits - yTruncBits
yTruncBits → const int