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Interface IParticleEmitterType

Particle emitter represents a volume emitting particles. This is the responsibility of the implementation to define the volume shape like cone/sphere/box.

Hierarchy

  • IParticleEmitterType

Implemented by

Index

Methods

applyToShaderSearch playground for applyToShader

  • applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void
  • Called by the GPUParticleSystem to setup the update shader

    Parameters

    • uboOrEffect: UniformBufferEffectCommonAccessor

      defines the update shader

    Returns void

buildUniformLayoutSearch playground for buildUniformLayout

  • Creates the structure of the ubo for this particle emitter

    Parameters

    Returns void

cloneSearch playground for clone

  • Clones the current emitter and returns a copy of it

    Returns IParticleEmitterType

    the new emitter

getClassNameSearch playground for getClassName

  • getClassName(): string
  • Returns a string representing the class name

    Returns string

    a string containing the class name

getEffectDefinesSearch playground for getEffectDefines

  • getEffectDefines(): string
  • Returns a string to use to update the GPU particles update shader

    Returns string

    the effect defines string

parseSearch playground for parse

  • Parse properties from a JSON object

    Parameters

    • serializationObject: any

      defines the JSON object

    • scene: Nullable<Scene>

      defines the hosting scene

    Returns void

serializeSearch playground for serialize

  • serialize(): any
  • Serializes the particle system to a JSON object.

    Returns any

    the JSON object

startDirectionFunctionSearch playground for startDirectionFunction

  • startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean, inverseWorldMatrix: Matrix): void
  • Called by the particle System when the direction is computed for the created particle.

    Parameters

    • worldMatrix: Matrix

      is the world matrix of the particle system

    • directionToUpdate: Vector3

      is the direction vector to update with the result

    • particle: Particle

      is the particle we are computed the direction for

    • isLocal: boolean

      defines if the direction should be set in local space

    • inverseWorldMatrix: Matrix

      defines the inverted world matrix to use if isLocal is false

    Returns void

startPositionFunctionSearch playground for startPositionFunction

  • startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void
  • Called by the particle System when the position is computed for the created particle.

    Parameters

    • worldMatrix: Matrix

      is the world matrix of the particle system

    • positionToUpdate: Vector3

      is the position vector to update with the result

    • particle: Particle

      is the particle we are computed the position for

    • isLocal: boolean

      defines if the position should be set in local space

    Returns void

Legend

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  • Static property
  • Static method