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<TITLE>OGRE Manual: Standard Particle Affectors</TITLE>

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<H3> 3.2.6 Standard Particle Affectors </H3>
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Ogre comes preconfigured with a few particle affectors. New ones can be added by creating plugins: see the Plugin_ParticleFX project as an example of how you would do this (this is where these affectors are implemented).
<P>

<UL>
<LI>
<A HREF="manual_28.html#SEC116">Linear Force Affector</A>
<LI>
<A HREF="manual_28.html#SEC117">ColourFader Affector</A>
<LI>
<A HREF="manual_28.html#SEC118">Scaler Affector</A>
</UL>
<P>

<A NAME="Linear Force Affector"></A>
<A NAME="SEC116"></A>
<H3> Linear Force Affector </H3>
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<P>

This affector applies a force vector to all particles to modify their trajectory. Can be used for gravity, wind, or any other linear force. It's extra attributes are:<BR><BR>
<DL COMPACT>
<DT>force_vector
<DD>Sets the vector for the force to be applied to every particle. The magnitude of this vector determines how strong the force is.<BR>
    format: force_vector &#60;x&#62; &#60;y&#62; &#60;z&#62;<BR>
    example: force_vector 50 0 -50<BR>
    default: 0 -100 0 (a fair gravity effect)<BR>
<DT>force_application
<DD><P>

Sets the way in which the force vector is applied to particle momentum.<BR>
    format: force_application &#60;add|average&#62;<BR>
    example: force_application average<BR>
    default: add<BR>
The options are:
<DL COMPACT>
<DT>average
<DD>	The resulting momentum is the average of the force vector and the particle's current motion. Is self-stabilising but the speed at which the particle changes direction is non-linear.
<DT>add
<DD>	The resulting momentum is the particle's current motion plus the force vector. This is traditional force acceleration but can potentially result in unlimited velocity.
</DL>
</DL>
<BR>
To create a linear force affector, include a section like this within your particle system script:
<TABLE><tr><td>&nbsp;</td><td class=example><pre>affector LinearForce
{
    // Settings go here
}
</pre></td></tr></table>Please note that the name of the affector type ('LinearForce') is case-sensitive.
<P>

<A NAME="ColourFader Affector"></A>
<A NAME="SEC117"></A>
<H3> ColourFader Affector </H3>
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<P>

This affector modifies the colour of particles in flight. It's extra attributes are:
<DL COMPACT>
<DT>red
<DD>Sets the adjustment to be made to the red component of the particle colour per second.<BR>
    format: red &#60;delta_value&#62;<BR>
    example: red -0.1<BR>
    default: 0<BR>
<DT>green
<DD>Sets the adjustment to be made to the green component of the particle colour per second.<BR>
    format: green &#60;delta_value&#62;<BR>
    example: green -0.1<BR>
    default: 0<BR>
<DT>blue
<DD>Sets the adjustment to be made to the blue component of the particle colour per second.<BR>
    format: blue &#60;delta_value&#62;<BR>
    example: blue -0.1<BR>
    default: 0<BR>
<DT>alpha
<DD>Sets the adjustment to be made to the alpha component of the particle colour per second.<BR>
    format: alpha &#60;delta_value&#62;<BR>
example: alpha -0.1<BR>
default: 0<BR>
</DL>
To create a colour fader affector, include a section like this within your particle system script:
<TABLE><tr><td>&nbsp;</td><td class=example><pre>affector ColourFader
{
    // Settings go here
}
</pre></td></tr></table><P>

<A NAME="Scaler Affector"></A>
<A NAME="SEC118"></A>
<H3> Scaler Affector </H3>
<!--docid::SEC118::-->
<P>

This affector scales particles in flight. It's extra attributes are:
<DL COMPACT>
<DT>rate
<DD>The amount by which to scale the particles in both the x and y direction per second.
</DL>
To create a scale affector, include a section like this within your particle system script:
<TABLE><tr><td>&nbsp;</td><td class=example><pre>affector Scaler
{
    // Settings go here
}
</pre></td></tr></table><P>

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