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    UVBuilderFlipbook Class

    Namespace: Stride.Particles.Materials
    Assembly: Stride.Particles.dll

    Animates the texture coordinates in a flipbook fashion, based on the particle's life The order of the frames is left to right, top to bottom The flipbook assumes uniform sizes for all frames

    System.Object → UVBuilder → UVBuilderFlipbook
    Derived from UVBuilderFlipbook:

    [DataContract("UVBuilderFlipbook")]
    [Display("Flipbook", null)]
    public class UVBuilderFlipbook : UVBuilder, IAttributeTransformer<Vector2, Vector4>
    Name Description
    Properties
    AnimationSpeed

    Number of frames to change over the particle life

    StartingFrame

    Position of the starting frame, 0-based indexing

    XDivisions

    Number of columns (cells per row)

    YDivisions

    Number of rows (cells per column)

    Methods
    BuildUVCoordinates(ref ParticleBufferState, ref ParticleList, AttributeDescription)

    Enhances or animates the texture coordinates using already existing base coordinates of (0, 0, 1, 1) or similar (base texture coordinates may differ depending on the actual shape)

    Transform(ref Vector2, ref Vector4)
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    Properties


    AnimationSpeed

    Number of frames to change over the particle life

    [DataMember(320)]
    [Display("Animation speed", null)]
    public uint AnimationSpeed { get; set; }
    Property Value
    Type Description
    System.UInt32

    StartingFrame

    Position of the starting frame, 0-based indexing

    [DataMember(280)]
    [Display("Starting frame", null)]
    public uint StartingFrame { get; set; }
    Property Value
    Type Description
    System.UInt32

    XDivisions

    Number of columns (cells per row)

    [DataMember(200)]
    [Display("X divisions", null)]
    public uint XDivisions { get; set; }
    Property Value
    Type Description
    System.UInt32

    YDivisions

    Number of rows (cells per column)

    [DataMember(240)]
    [Display("Y divisions", null)]
    public uint YDivisions { get; set; }
    Property Value
    Type Description
    System.UInt32
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    Methods


    BuildUVCoordinates(ref ParticleBufferState, ref ParticleList, AttributeDescription)

    Enhances or animates the texture coordinates using already existing base coordinates of (0, 0, 1, 1) or similar (base texture coordinates may differ depending on the actual shape)

    public override void BuildUVCoordinates(ref ParticleBufferState bufferState, ref ParticleList sorter, AttributeDescription texCoordsDescription)
    Parameters
    Type Name Description
    ParticleBufferState bufferState

    The particle buffer state which is used to build the assigned vertex buffer

    ParticleList sorter

    to use to iterate over all particles drawn this frame

    AttributeDescription texCoordsDescription

    Attribute description of the texture coordinates in the current vertex layout

    Overrides
    UVBuilder.BuildUVCoordinates(ref ParticleBufferState, ref ParticleList, AttributeDescription)

    Transform(ref Vector2, ref Vector4)

    public void Transform(ref Vector2 attribute, ref Vector4 uvTransform)
    Parameters
    Type Name Description
    Vector2 attribute
    Vector4 uvTransform

    Extension Methods

    ComponentBaseExtensions.DisposeBy<T>(T, ICollectorHolder)
    ComponentBaseExtensions.RemoveDisposeBy<T>(T, ICollectorHolder)
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