| Enumerator |
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| Custom | Custom attribute with user-defined name.
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| Position | Particle position in simulation space.
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| PreviousPosition | Particle position in the previous simulation step, used for integration and collision.
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| Velocity | Particle velocity vector.
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| Acceleration | Particle acceleration vector, typically accumulated from forces.
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| Mass | Particle mass, used for physics calculations. Zero mass can indicate an immovable object.
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| InverseMass | Precomputed inverse of mass, used to optimize physics calculations. Zero inverse mass indicates an immovable object.
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| Radius | Particle radius, used for rendering and collision. Note that non-spherical particles may need custom attributes for their dimensions or orientation.
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| Color | Particle color, typically in RGBA format. Can be used for rendering or as a general-purpose attribute for graph logic.
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| Age | Time since the particle was emitted, in seconds. Can be used for lifetime-based behaviors or effects.
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| Lifetime | Total lifetime of the particle, in seconds. When Age exceeds Lifetime, the particle is typically killed.
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| Orientation | Particle orientation, typically represented as a quaternion (x, y, z, w) or Euler angles. Used for rendering and oriented effects.
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| AngularVelocity | Particle angular velocity, typically represented as a vector (x, y, z) for axis-angle or (x, y, z, w) for quaternion derivatives. Used for rotational motion.
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| Temperature | Particle temperature, used for effects like heat distortion or phase changes.
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| Density | Particle density, used for fluid simulations or effects that depend on local particle concentration.
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| Charge | Particle electric charge, used for electrostatic forces or effects.
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| MoleculeId | Identifier for molecular dynamics simulations, used to group particles into molecules or track interactions.
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| CellId | Identifier for spatial partitioning cells, used for neighbor searches or grid-based effects.
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| SortKey | Precomputed sort key for depth sorting in GPU rendering. Typically a 32-bit unsigned integer encoding depth or distance from the camera.
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