Spawns contiguous (connected) line vortex filaments over time.
More...
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| override void | Spawn () |
| | Define the logic for creating/spawning the object. More...
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| virtual void | FixedUpdate () |
| | When overriding this fixed update make sure to call base.FixedUpdate() so that the spawn timer still works. More...
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| abstract void | Spawn () |
| | Define the logic for creating/spawning the object. More...
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| float | initialStrength = 1f |
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| float | coreRadius = 0.01f |
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| AnimationCurve | strengthOverTime = new AnimationCurve(new Keyframe[] { new(0, 0), new(.1f, 1), new(1, 0) }) |
| | Realistic wakes increase in strength just downstream of the body then eventually fade to zero. More...
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| float | life |
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| float | spawnRate |
| | The frequency at which objects are spawned (number of objects per second). More...
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Spawns contiguous (connected) line vortex filaments over time.
◆ Spawn()
| override void AerodynamicObjects.Demos.ContiguousLineVortexSpawner.Spawn |
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virtual |
◆ coreRadius
| float AerodynamicObjects.Demos.ContiguousLineVortexSpawner.coreRadius = 0.01f |
◆ initialStrength
| float AerodynamicObjects.Demos.ContiguousLineVortexSpawner.initialStrength = 1f |
◆ life
| float AerodynamicObjects.Demos.ContiguousLineVortexSpawner.life |
◆ strengthOverTime
| AnimationCurve AerodynamicObjects.Demos.ContiguousLineVortexSpawner.strengthOverTime = new AnimationCurve(new Keyframe[] { new(0, 0), new(.1f, 1), new(1, 0) }) |
Realistic wakes increase in strength just downstream of the body then eventually fade to zero.
The time scale is linked to the wake length so that end point of the curve is the end of the wake.
The documentation for this class was generated from the following file: