Class ControlPoint
Namespace: ValveResourceFormat.Renderer.Particles
Assembly: Renderer.dll
Control point used in Valve particle systems. System 0 is the default spawn position. These are used in numerous different ways, for many different effects. We only support a few of them.
public class ControlPointInheritance
Properties
AttachType
Different attachment styles.
public ParticleAttachment AttachType { get; set; }Property Value
Orientation
The orientation/direction of this control point.
public Vector3 Orientation { get; set; }Property Value
Position
The position of this control point. Some times this is used for things other than position.
public Vector3 Position { get; set; }Property Value
PositionPrevious
The position this control point had on the previous simulation step, used to derive the control point's velocity.
public Vector3 PositionPrevious { get; set; }Property Value
Rotation
The full rotation of this control point, when the source supplies one (e.g. a map entity's angles). Consumers fall back to synthesizing a frame from when unset, since most operators only drive the forward direction.
public Quaternion? Rotation { get; set; }Property Value
Methods
GetVelocity(float)
The control point's velocity over the current simulation step in units per second, derived from . Zero when the step duration is unknown.
public Vector3 GetVelocity(float frameTime)Parameters
frameTime float
Returns
SetComponent(int, float)
Write potentially non positional data to the control point, for the particle to read.
public void SetComponent(int component, float value)Parameters
component int
0, 1, 2
value float
Number

