using System.Runtime.Serialization; namespace BabylonExport.Entities { [DataContract] public class BabylonParticleSystem { [DataMember] public string name { get; set; } [DataMember] public bool preventAutoStart { get; set; } [DataMember] public bool autoAnimate { get; set; } [DataMember] public string emitterId { get; set; } [DataMember] public float[] gravity { get; set; } [DataMember] public float[] direction1 { get; set; } [DataMember] public float[] direction2 { get; set; } [DataMember] public float[] minEmitBox { get; set; } [DataMember] public float[] maxEmitBox { get; set; } [DataMember] public float[] color1 { get; set; } [DataMember] public float[] color2 { get; set; } [DataMember] public float[] colorDead { get; set; } [DataMember] public float emitRate { get; set; } [DataMember] public float updateSpeed { get; set; } [DataMember] public float targetStopDuration { get; set; } [DataMember] public float minEmitPower { get; set; } [DataMember] public float maxEmitPower { get; set; } [DataMember] public float minLifeTime { get; set; } [DataMember] public float maxLifeTime { get; set; } [DataMember] public float minSize { get; set; } [DataMember] public float maxSize { get; set; } [DataMember] public float minAngularSpeed { get; set; } [DataMember] public float maxAngularSpeed { get; set; } [DataMember] public string textureName { get; set; } [DataMember] public int blendMode { get; set; } [DataMember] public int capacity { get; set; } [DataMember] public float[] textureMask { get; set; } [DataMember] public bool linkToEmitter { get; set; } [DataMember] public object[] animations { get; set; } [DataMember] public object customShader { get; set; } public BabylonParticleSystem() { preventAutoStart = true; autoAnimate = false; animations = null; customShader = null; } } }