integrator.relief
Particles standing on the child's image, rising by a color channel, springing home.
integrator.relief(layout: ReliefLayout, cfg: {
channel: AgentChannel
cursor: (homeW: d.v2f, off: d.v2f, z: number) => d.v3f
stiffness: number
maxSpeed: number
/** Child alpha below which a particle is never latched. Match the render's `minAlpha`. */
// Matches the splat's early-out.
minAlpha: number
name: string
}): (x: number, y: number) => void
Import sim from shaders/std and use sim.agentForces.integrator.relief.
Parameters
| Name | Type | Notes |
|---|---|---|
layout | ReliefLayout | |
cfg | `{ |
channel: AgentChannel
cursor: (homeW: d.v2f, off: d.v2f, z: number) => d.v3f
stiffness: number
maxSpeed: number
/** Child alpha below which a particle is never latched. Match the render's `minAlpha`. */
// Matches the splat's early-out.
minAlpha: number
name: string
}` | |
Example
integrator.relief(fieldLayout, {channel: channel.luminance, cursor: force.cursorInView(fieldLayout, {perspK: 0.9}), stiffness: 18, maxSpeed: 4, minAlpha: 0.02, name: 'reliefUpdate'})
See also
channel— Which part of the child's color drives a particle:luminance,luminanceInverted,red,green,blue,saturationoralpha, each a number in 0–1.force.cursorInView— The cursor on an image relief, applied where each particle appears on screen.