SpriteParticleRenderer

from panda3d.physics import SpriteParticleRenderer
class SpriteParticleRenderer

Bases: BaseParticleRenderer

Renders a particle system with high-speed nasty trick sprites.

Inheritance diagram

Inheritance diagram of SpriteParticleRenderer

__init__(*args, **kwargs)
addFromNode()

C++ Interface: add_from_node(const SpriteParticleRenderer self, const NodePath node_path) add_from_node(const SpriteParticleRenderer self, const NodePath node_path, bool size_from_texels) add_from_node(const SpriteParticleRenderer self, const NodePath node_path, str model, str node, bool size_from_texels, bool resize) add_from_node(const SpriteParticleRenderer self, const NodePath node_path, bool size_from_texels, bool resize)

/**
  • This will allow the renderer to randomly choose from more than one texture

  • or sequence at particle birth.

  • If the source type is important, use this one.

  • model and node should lead to node_path like this: node_path =

  • loader.loadModel(model).find(node)

  • If resize is true, or if there are no textures currently on the renderer,

  • it will force the renderer to use the size information from this node from

  • now on. (Default is false)

*/

/**
  • This will allow the renderer to randomly choose from more than one texture

  • or sequence at particle birth.

  • If resize is true, or if there are no textures currently on the renderer,

  • it will force the renderer to use the size information from this node from

  • now on. (Default is false)

*/

addTexture()

C++ Interface: add_texture(const SpriteParticleRenderer self, Texture tex, float texels_per_unit, bool resize)

/**
  • Adds texture to image pool, effectively creating a single frame animation

  • that can be selected at particle birth. This should only be called after a

  • previous call to set_texture().

*/

add_from_node()

C++ Interface: add_from_node(const SpriteParticleRenderer self, const NodePath node_path) add_from_node(const SpriteParticleRenderer self, const NodePath node_path, bool size_from_texels) add_from_node(const SpriteParticleRenderer self, const NodePath node_path, str model, str node, bool size_from_texels, bool resize) add_from_node(const SpriteParticleRenderer self, const NodePath node_path, bool size_from_texels, bool resize)

/**
  • This will allow the renderer to randomly choose from more than one texture

  • or sequence at particle birth.

  • If the source type is important, use this one.

  • model and node should lead to node_path like this: node_path =

  • loader.loadModel(model).find(node)

  • If resize is true, or if there are no textures currently on the renderer,

  • it will force the renderer to use the size information from this node from

  • now on. (Default is false)

*/

/**
  • This will allow the renderer to randomly choose from more than one texture

  • or sequence at particle birth.

  • If resize is true, or if there are no textures currently on the renderer,

  • it will force the renderer to use the size information from this node from

  • now on. (Default is false)

*/

add_texture()

C++ Interface: add_texture(const SpriteParticleRenderer self, Texture tex, float texels_per_unit, bool resize)

/**
  • Adds texture to image pool, effectively creating a single frame animation

  • that can be selected at particle birth. This should only be called after a

  • previous call to set_texture().

*/

getAlphaBlendMethod()

C++ Interface: get_alpha_blend_method(SpriteParticleRenderer self)

/**

*/

getAlphaDisable()

C++ Interface: get_alpha_disable(SpriteParticleRenderer self)

/**

*/

getAnim()

C++ Interface: get_anim(SpriteParticleRenderer self, int n)

getAnimAngleFlag()

C++ Interface: get_anim_angle_flag(SpriteParticleRenderer self)

/**

*/

getAnimateFramesEnable()

C++ Interface: get_animate_frames_enable(SpriteParticleRenderer self)

/**

*/

getAnimateFramesIndex()

C++ Interface: get_animate_frames_index(SpriteParticleRenderer self)

/**

*/

getAnimateFramesRate()

C++ Interface: get_animate_frames_rate(SpriteParticleRenderer self)

/**

*/

getAnims()
getColor()

C++ Interface: get_color(SpriteParticleRenderer self)

/**

*/

getColorInterpolationManager()

C++ Interface: get_color_interpolation_manager(SpriteParticleRenderer self)

/**

*/

getFinalXScale()

C++ Interface: get_final_x_scale(SpriteParticleRenderer self)

/**

*/

getFinalYScale()

C++ Interface: get_final_y_scale(SpriteParticleRenderer self)

/**

*/

getHeight()

C++ Interface: get_height(SpriteParticleRenderer self)

/**
  • Returns the height of each particle in world units.

*/

getInitialXScale()

C++ Interface: get_initial_x_scale(SpriteParticleRenderer self)

/**

*/

getInitialYScale()

C++ Interface: get_initial_y_scale(SpriteParticleRenderer self)

/**

*/

getLastAnim()

C++ Interface: get_last_anim(SpriteParticleRenderer self)

getLlUv()

C++ Interface: get_ll_uv(SpriteParticleRenderer self) get_ll_uv(SpriteParticleRenderer self, int anim, int frame)

/**
  • Returns the UV coordinate of the lower-left corner; see set_ll_uv().

*/

/**
  • Returns the UV coordinate of the lower-left corner; see set_ll_uv().

*/

getNonanimatedTheta()

C++ Interface: get_nonanimated_theta(SpriteParticleRenderer self)

/**

*/

getNumAnims()

C++ Interface: get_num_anims(SpriteParticleRenderer self)

getTexture()

C++ Interface: get_texture(SpriteParticleRenderer self) get_texture(SpriteParticleRenderer self, int anim, int frame)

/**

*/

/**

*/

getUrUv()

C++ Interface: get_ur_uv(SpriteParticleRenderer self) get_ur_uv(SpriteParticleRenderer self, int anim, int frame)

/**
  • Returns the UV coordinate of the lower-left corner; see set_ur_uv().

*/

/**
  • Returns the UV coordinate of the upper-right corner; see set_ur_uv().

*/

getWidth()

C++ Interface: get_width(SpriteParticleRenderer self)

/**
  • Returns the width of each particle in world units.

*/

getXScaleFlag()

C++ Interface: get_x_scale_flag(SpriteParticleRenderer self)

/**

*/

getYScaleFlag()

C++ Interface: get_y_scale_flag(SpriteParticleRenderer self)

/**

*/

get_alpha_blend_method()

C++ Interface: get_alpha_blend_method(SpriteParticleRenderer self)

/**

*/

get_alpha_disable()

C++ Interface: get_alpha_disable(SpriteParticleRenderer self)

/**

*/

get_anim()

C++ Interface: get_anim(SpriteParticleRenderer self, int n)

get_anim_angle_flag()

C++ Interface: get_anim_angle_flag(SpriteParticleRenderer self)

/**

*/

get_animate_frames_enable()

C++ Interface: get_animate_frames_enable(SpriteParticleRenderer self)

/**

*/

get_animate_frames_index()

C++ Interface: get_animate_frames_index(SpriteParticleRenderer self)

/**

*/

get_animate_frames_rate()

C++ Interface: get_animate_frames_rate(SpriteParticleRenderer self)

/**

*/

get_anims()
get_color()

C++ Interface: get_color(SpriteParticleRenderer self)

/**

*/

get_color_interpolation_manager()

C++ Interface: get_color_interpolation_manager(SpriteParticleRenderer self)

/**

*/

get_final_x_scale()

C++ Interface: get_final_x_scale(SpriteParticleRenderer self)

/**

*/

get_final_y_scale()

C++ Interface: get_final_y_scale(SpriteParticleRenderer self)

/**

*/

get_height()

C++ Interface: get_height(SpriteParticleRenderer self)

/**
  • Returns the height of each particle in world units.

*/

get_initial_x_scale()

C++ Interface: get_initial_x_scale(SpriteParticleRenderer self)

/**

*/

get_initial_y_scale()

C++ Interface: get_initial_y_scale(SpriteParticleRenderer self)

/**

*/

get_last_anim()

C++ Interface: get_last_anim(SpriteParticleRenderer self)

get_ll_uv()

C++ Interface: get_ll_uv(SpriteParticleRenderer self) get_ll_uv(SpriteParticleRenderer self, int anim, int frame)

/**
  • Returns the UV coordinate of the lower-left corner; see set_ll_uv().

*/

/**
  • Returns the UV coordinate of the lower-left corner; see set_ll_uv().

*/

get_nonanimated_theta()

C++ Interface: get_nonanimated_theta(SpriteParticleRenderer self)

/**

*/

get_num_anims()

C++ Interface: get_num_anims(SpriteParticleRenderer self)

get_texture()

C++ Interface: get_texture(SpriteParticleRenderer self) get_texture(SpriteParticleRenderer self, int anim, int frame)

/**

*/

/**

*/

get_ur_uv()

C++ Interface: get_ur_uv(SpriteParticleRenderer self) get_ur_uv(SpriteParticleRenderer self, int anim, int frame)

/**
  • Returns the UV coordinate of the lower-left corner; see set_ur_uv().

*/

/**
  • Returns the UV coordinate of the upper-right corner; see set_ur_uv().

*/

get_width()

C++ Interface: get_width(SpriteParticleRenderer self)

/**
  • Returns the width of each particle in world units.

*/

get_x_scale_flag()

C++ Interface: get_x_scale_flag(SpriteParticleRenderer self)

/**

*/

get_y_scale_flag()

C++ Interface: get_y_scale_flag(SpriteParticleRenderer self)

/**

*/

removeAnimation()

C++ Interface: remove_animation(const SpriteParticleRenderer self, int n)

/**
  • Removes an animation texture set from the renderer.

*/

remove_animation()

C++ Interface: remove_animation(const SpriteParticleRenderer self, int n)

/**
  • Removes an animation texture set from the renderer.

*/

setAlphaBlendMethod()

C++ Interface: set_alpha_blend_method(const SpriteParticleRenderer self, int bm)

/**

*/

setAlphaDisable()

C++ Interface: set_alpha_disable(const SpriteParticleRenderer self, bool ad)

/**

*/

setAnimAngleFlag()

C++ Interface: set_anim_angle_flag(const SpriteParticleRenderer self, bool animate_theta)

/**

*/

setAnimateFramesEnable()

C++ Interface: set_animate_frames_enable(const SpriteParticleRenderer self, bool an)

/**

*/

setAnimateFramesIndex()

C++ Interface: set_animate_frames_index(const SpriteParticleRenderer self, int i)

/**

*/

setAnimateFramesRate()

C++ Interface: set_animate_frames_rate(const SpriteParticleRenderer self, float r)

/**

*/

setColor()

C++ Interface: set_color(const SpriteParticleRenderer self, const LVecBase4f color)

/**

*/

setFinalXScale()

C++ Interface: set_final_x_scale(const SpriteParticleRenderer self, float final_x_scale)

/**

*/

setFinalYScale()

C++ Interface: set_final_y_scale(const SpriteParticleRenderer self, float final_y_scale)

/**

*/

setFromNode()

C++ Interface: set_from_node(const SpriteParticleRenderer self, const NodePath node_path) set_from_node(const SpriteParticleRenderer self, const NodePath node_path, bool size_from_texels) set_from_node(const SpriteParticleRenderer self, const NodePath node_path, str model, str node, bool size_from_texels)

/**
  • If the source type is important, use this one.

  • model and node should lead to node_path like this: node_path =

  • loader.loadModel(model).find(node)

  • This will remove all previously add textures and resize the renderer to

  • match the new geometry.

*/

/**
  • Sets the properties on this renderer from the geometry referenced by the

  • indicated NodePath. This should be a reference to a GeomNode or a

  • SequenceNode; it extracts out the texture and UV range from the node.

  • This will remove all previously added textures and animations. It will

  • also resize the renderer to match this new geometry.

  • If node_path refers to a GeomNode(or has one beneath it) the texture, its

  • size, and UV data will be extracted from that.

  • If node_path references a SequenceNode(or has one beneath it) with multiple

  • GeomNodes beneath it, the size data will correspond only to the first

  • GeomNode found with a valid texture, while the texture and UV information

  • will be stored for each individual node.

  • If size_from_texels is true, the particle size is based on the number of

  • texels in the source image; otherwise, it is based on the size of the first

  • polygon found in the node.

  • model and node are the two items used to construct node_path. If the

  • source type is important, use set_from_node(NodePath,string,string,bool)

  • instead.

*/

setInitialXScale()

C++ Interface: set_initial_x_scale(const SpriteParticleRenderer self, float initial_x_scale)

/**

*/

setInitialYScale()

C++ Interface: set_initial_y_scale(const SpriteParticleRenderer self, float initial_y_scale)

/**

*/

setLlUv()

C++ Interface: set_ll_uv(const SpriteParticleRenderer self, const LPoint2f ll_uv) set_ll_uv(const SpriteParticleRenderer self, const LPoint2f ll_uv, int anim, int frame)

/**
  • Sets the UV coordinate of the lower-left corner of all the sprites

  • generated by this renderer. Normally this is (0, 0), but it might be set

  • to something else to use only a portion of the texture.

*/

/**
  • Sets the UV coordinate of the lower-left corner of all the sprites

  • generated by this renderer. Normally this is (0, 0), but it might be set

  • to something else to use only a portion of the texture.

*/

setNonanimatedTheta()

C++ Interface: set_nonanimated_theta(const SpriteParticleRenderer self, float theta)

/**

*/

setSize()

C++ Interface: set_size(const SpriteParticleRenderer self, float width, float height)

/**
  • Sets the size of each particle in world units.

*/

setTexture()

C++ Interface: set_texture(const SpriteParticleRenderer self, Texture tex, float texels_per_unit)

/**
  • Sets the renderer up to render the entire texture image. The scale of each

  • particle is based on the size of the texture in each dimension, modified by

  • texels_per_unit.

  • Used to set the size of the particles. Will clear all previously loaded

  • textures and animations.

*/

setUrUv()

C++ Interface: set_ur_uv(const SpriteParticleRenderer self, const LPoint2f ur_uv) set_ur_uv(const SpriteParticleRenderer self, const LPoint2f ur_uv, int anim, int frame)

/**
  • Sets the UV coordinate of the upper-right corner of all the sprites

  • generated by this renderer. Normally this is (1, 1), but it might be set

  • to something else to use only a portion of the texture.

*/

/**
  • Sets the UV coordinate of the upper-right corner of all the sprites

  • generated by this renderer. Normally this is (1, 1), but it might be set

  • to something else to use only a portion of the texture.

*/

setXScaleFlag()

C++ Interface: set_x_scale_flag(const SpriteParticleRenderer self, bool animate_x_ratio)

/**

*/

setYScaleFlag()

C++ Interface: set_y_scale_flag(const SpriteParticleRenderer self, bool animate_y_ratio)

/**

*/

set_alpha_blend_method()

C++ Interface: set_alpha_blend_method(const SpriteParticleRenderer self, int bm)

/**

*/

set_alpha_disable()

C++ Interface: set_alpha_disable(const SpriteParticleRenderer self, bool ad)

/**

*/

set_anim_angle_flag()

C++ Interface: set_anim_angle_flag(const SpriteParticleRenderer self, bool animate_theta)

/**

*/

set_animate_frames_enable()

C++ Interface: set_animate_frames_enable(const SpriteParticleRenderer self, bool an)

/**

*/

set_animate_frames_index()

C++ Interface: set_animate_frames_index(const SpriteParticleRenderer self, int i)

/**

*/

set_animate_frames_rate()

C++ Interface: set_animate_frames_rate(const SpriteParticleRenderer self, float r)

/**

*/

set_color()

C++ Interface: set_color(const SpriteParticleRenderer self, const LVecBase4f color)

/**

*/

set_final_x_scale()

C++ Interface: set_final_x_scale(const SpriteParticleRenderer self, float final_x_scale)

/**

*/

set_final_y_scale()

C++ Interface: set_final_y_scale(const SpriteParticleRenderer self, float final_y_scale)

/**

*/

set_from_node()

C++ Interface: set_from_node(const SpriteParticleRenderer self, const NodePath node_path) set_from_node(const SpriteParticleRenderer self, const NodePath node_path, bool size_from_texels) set_from_node(const SpriteParticleRenderer self, const NodePath node_path, str model, str node, bool size_from_texels)

/**
  • If the source type is important, use this one.

  • model and node should lead to node_path like this: node_path =

  • loader.loadModel(model).find(node)

  • This will remove all previously add textures and resize the renderer to

  • match the new geometry.

*/

/**
  • Sets the properties on this renderer from the geometry referenced by the

  • indicated NodePath. This should be a reference to a GeomNode or a

  • SequenceNode; it extracts out the texture and UV range from the node.

  • This will remove all previously added textures and animations. It will

  • also resize the renderer to match this new geometry.

  • If node_path refers to a GeomNode(or has one beneath it) the texture, its

  • size, and UV data will be extracted from that.

  • If node_path references a SequenceNode(or has one beneath it) with multiple

  • GeomNodes beneath it, the size data will correspond only to the first

  • GeomNode found with a valid texture, while the texture and UV information

  • will be stored for each individual node.

  • If size_from_texels is true, the particle size is based on the number of

  • texels in the source image; otherwise, it is based on the size of the first

  • polygon found in the node.

  • model and node are the two items used to construct node_path. If the

  • source type is important, use set_from_node(NodePath,string,string,bool)

  • instead.

*/

set_initial_x_scale()

C++ Interface: set_initial_x_scale(const SpriteParticleRenderer self, float initial_x_scale)

/**

*/

set_initial_y_scale()

C++ Interface: set_initial_y_scale(const SpriteParticleRenderer self, float initial_y_scale)

/**

*/

set_ll_uv()

C++ Interface: set_ll_uv(const SpriteParticleRenderer self, const LPoint2f ll_uv) set_ll_uv(const SpriteParticleRenderer self, const LPoint2f ll_uv, int anim, int frame)

/**
  • Sets the UV coordinate of the lower-left corner of all the sprites

  • generated by this renderer. Normally this is (0, 0), but it might be set

  • to something else to use only a portion of the texture.

*/

/**
  • Sets the UV coordinate of the lower-left corner of all the sprites

  • generated by this renderer. Normally this is (0, 0), but it might be set

  • to something else to use only a portion of the texture.

*/

set_nonanimated_theta()

C++ Interface: set_nonanimated_theta(const SpriteParticleRenderer self, float theta)

/**

*/

set_size()

C++ Interface: set_size(const SpriteParticleRenderer self, float width, float height)

/**
  • Sets the size of each particle in world units.

*/

set_texture()

C++ Interface: set_texture(const SpriteParticleRenderer self, Texture tex, float texels_per_unit)

/**
  • Sets the renderer up to render the entire texture image. The scale of each

  • particle is based on the size of the texture in each dimension, modified by

  • texels_per_unit.

  • Used to set the size of the particles. Will clear all previously loaded

  • textures and animations.

*/

set_ur_uv()

C++ Interface: set_ur_uv(const SpriteParticleRenderer self, const LPoint2f ur_uv) set_ur_uv(const SpriteParticleRenderer self, const LPoint2f ur_uv, int anim, int frame)

/**
  • Sets the UV coordinate of the upper-right corner of all the sprites

  • generated by this renderer. Normally this is (1, 1), but it might be set

  • to something else to use only a portion of the texture.

*/

/**
  • Sets the UV coordinate of the upper-right corner of all the sprites

  • generated by this renderer. Normally this is (1, 1), but it might be set

  • to something else to use only a portion of the texture.

*/

set_x_scale_flag()

C++ Interface: set_x_scale_flag(const SpriteParticleRenderer self, bool animate_x_ratio)

/**

*/

set_y_scale_flag()

C++ Interface: set_y_scale_flag(const SpriteParticleRenderer self, bool animate_y_ratio)

/**

*/