function SceneParticleEmitter() { } SceneParticleEmitter.prototype.setParticleCount = function(newParticleCount) { Polycode.SceneParticleEmitter_setParticleCount(this.__ptr, newParticleCount) } SceneParticleEmitter.prototype.getParticleCount = function() { Polycode.SceneParticleEmitter_getParticleCount(this.__ptr) } SceneParticleEmitter.prototype.setParticleLifetime = function(lifetime) { Polycode.SceneParticleEmitter_setParticleLifetime(this.__ptr, lifetime) } SceneParticleEmitter.prototype.getParticleLifetime = function() { Polycode.SceneParticleEmitter_getParticleLifetime(this.__ptr) } SceneParticleEmitter.prototype.setDirectionDeviation = function(newDeviation) { Polycode.SceneParticleEmitter_setDirectionDeviation(this.__ptr, newDeviation) } SceneParticleEmitter.prototype.getDirectionDeviation = function() { Polycode.SceneParticleEmitter_getDirectionDeviation(this.__ptr) } SceneParticleEmitter.prototype.setEmitterSize = function(newSize) { Polycode.SceneParticleEmitter_setEmitterSize(this.__ptr, newSize) } SceneParticleEmitter.prototype.getEmitterSize = function() { Polycode.SceneParticleEmitter_getEmitterSize(this.__ptr) } SceneParticleEmitter.prototype.setGravity = function(newGravity) { Polycode.SceneParticleEmitter_setGravity(this.__ptr, newGravity) } SceneParticleEmitter.prototype.getGravity = function() { Polycode.SceneParticleEmitter_getGravity(this.__ptr) } SceneParticleEmitter.prototype.fixedUpdate = function() { Polycode.SceneParticleEmitter_fixedUpdate(this.__ptr) } SceneParticleEmitter.prototype.Render = function(buffer) { Polycode.SceneParticleEmitter_Render(this.__ptr, buffer) } SceneParticleEmitter.prototype.updateParticles = function() { Polycode.SceneParticleEmitter_updateParticles(this.__ptr) } SceneParticleEmitter.prototype.rebuildParticles = function(buffer) { Polycode.SceneParticleEmitter_rebuildParticles(this.__ptr, buffer) } SceneParticleEmitter.prototype.triggerParticles = function(allAtOnce) { Polycode.SceneParticleEmitter_triggerParticles(this.__ptr, allAtOnce) } SceneParticleEmitter.prototype.enableParticleSystem = function(val) { Polycode.SceneParticleEmitter_enableParticleSystem(this.__ptr, val) } SceneParticleEmitter.prototype.setUseFloorPlane = function(val) { Polycode.SceneParticleEmitter_setUseFloorPlane(this.__ptr, val) } SceneParticleEmitter.prototype.setFloorPlaneOffset = function(floorPlaneOffset) { Polycode.SceneParticleEmitter_setFloorPlaneOffset(this.__ptr, floorPlaneOffset) } SceneParticleEmitter.prototype.setFloorDamping = function(floorDamping) { Polycode.SceneParticleEmitter_setFloorDamping(this.__ptr, floorDamping) } SceneParticleEmitter.prototype.setParticlesInWorldSpace = function(val) { Polycode.SceneParticleEmitter_setParticlesInWorldSpace(this.__ptr, val) } SceneParticleEmitter.prototype.getParticlesInWorldSpace = function() { Polycode.SceneParticleEmitter_getParticlesInWorldSpace(this.__ptr) } SceneParticleEmitter.prototype.setPerlinEnabled = function(val) { Polycode.SceneParticleEmitter_setPerlinEnabled(this.__ptr, val) } SceneParticleEmitter.prototype.getPerlinEnabled = function() { Polycode.SceneParticleEmitter_getPerlinEnabled(this.__ptr) } SceneParticleEmitter.prototype.getParticleSpeed = function() { Polycode.SceneParticleEmitter_getParticleSpeed(this.__ptr) } SceneParticleEmitter.prototype.setParticleSpeed = function(speed) { Polycode.SceneParticleEmitter_setParticleSpeed(this.__ptr, speed) } SceneParticleEmitter.prototype.setPerlinValue = function(perlinValue) { Polycode.SceneParticleEmitter_setPerlinValue(this.__ptr, perlinValue) } SceneParticleEmitter.prototype.getPerlinValue = function() { Polycode.SceneParticleEmitter_getPerlinValue(this.__ptr) } SceneParticleEmitter.prototype.setParticleType = function(particleType) { Polycode.SceneParticleEmitter_setParticleType(this.__ptr, particleType) } SceneParticleEmitter.prototype.getParticleType = function() { Polycode.SceneParticleEmitter_getParticleType(this.__ptr) } SceneParticleEmitter.prototype.setParticleSize = function(particleSize) { Polycode.SceneParticleEmitter_setParticleSize(this.__ptr, particleSize) } SceneParticleEmitter.prototype.getParticleSize = function() { Polycode.SceneParticleEmitter_getParticleSize(this.__ptr) } SceneParticleEmitter.prototype.setParticleRotationSpeed = function(rotationSpeed) { Polycode.SceneParticleEmitter_setParticleRotationSpeed(this.__ptr, rotationSpeed) } SceneParticleEmitter.prototype.getParticleRotationSpeed = function() { Polycode.SceneParticleEmitter_getParticleRotationSpeed(this.__ptr) } SceneParticleEmitter.prototype.setParticleDirection = function(direction) { Polycode.SceneParticleEmitter_setParticleDirection(this.__ptr, direction) } SceneParticleEmitter.prototype.getParticleDirection = function() { Polycode.SceneParticleEmitter_getParticleDirection(this.__ptr) } SceneParticleEmitter.prototype.setLoopParticles = function(val) { Polycode.SceneParticleEmitter_setLoopParticles(this.__ptr, val) } SceneParticleEmitter.prototype.getLoopParticles = function() { Polycode.SceneParticleEmitter_getLoopParticles(this.__ptr) } SceneParticleEmitter.prototype.addSourceMesh = function(mesh) { Polycode.SceneParticleEmitter_addSourceMesh(this.__ptr, mesh) } SceneParticleEmitter.prototype.getNumSourceMeshes = function() { Polycode.SceneParticleEmitter_getNumSourceMeshes(this.__ptr) } SceneParticleEmitter.prototype.getSourcesMeshAtIndex = function(index) { Polycode.SceneParticleEmitter_getSourcesMeshAtIndex(this.__ptr, index) } SceneParticleEmitter.prototype.removeSourceMeshAtIndex = function(index) { Polycode.SceneParticleEmitter_removeSourceMeshAtIndex(this.__ptr, index) } SceneParticleEmitter.prototype.positionParticle = function(index) { Polycode.SceneParticleEmitter_positionParticle(this.__ptr, index) } SceneParticleEmitter.prototype.Clone = function(deepClone,ignoreEditorOnly) { Polycode.SceneParticleEmitter_Clone(this.__ptr, deepClone,ignoreEditorOnly) } SceneParticleEmitter.prototype.applyClone = function(clone,deepClone,ignoreEditorOnly) { Polycode.SceneParticleEmitter_applyClone(this.__ptr, clone,deepClone,ignoreEditorOnly) }