Options
All
  • Public
  • Public/Protected
  • All
Menu

Interface IParticleSystem

Interface representing a particle system in Babylon.js. This groups the common functionalities that needs to be implemented in order to create a particle system. A particle system represents a way to manage particles from their emission to their animation and rendering.

Hierarchy

  • IParticleSystem

Implemented by

Index

Properties

Methods

Properties

animationsSearch playground for animations

animations: Animation[]

List of animations used by the particle system.

beginAnimationFromSearch playground for beginAnimationFrom

beginAnimationFrom: number

Gets or sets the frame to start the animation from when beginAnimationOnStart is true

beginAnimationLoopSearch playground for beginAnimationLoop

beginAnimationLoop: boolean

Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true

beginAnimationOnStartSearch playground for beginAnimationOnStart

beginAnimationOnStart: boolean

Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called

beginAnimationToSearch playground for beginAnimationTo

beginAnimationTo: number

Gets or sets the frame to end the animation on when beginAnimationOnStart is true

billboardModeSearch playground for billboardMode

billboardMode: number

Gets or sets the billboard mode to use when isBillboardBased = true. Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED

blendModeSearch playground for blendMode

blendMode: number

Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.

color1Search playground for color1

color1: Color4

Random color of each particle after it has been emitted, between color1 and color2 vectors.

color2Search playground for color2

color2: Color4

Random color of each particle after it has been emitted, between color1 and color2 vectors.

colorDeadSearch playground for colorDead

colorDead: Color4

Color the particle will have at the end of its lifetime.

defaultProjectionMatrixSearch playground for defaultProjectionMatrix

defaultProjectionMatrix: Matrix

Gets or sets a matrix to use to compute projection

disposeOnStopSearch playground for disposeOnStop

disposeOnStop: boolean

Specifies whether the particle system will be disposed once it reaches the end of the animation.

emitRateSearch playground for emitRate

emitRate: number

The maximum number of particles to emit per frame until we reach the activeParticleCount value

emitterSearch playground for emitter

The emitter represents the Mesh or position we are attaching the particle system to.

endSpriteCellIDSearch playground for endSpriteCellID

endSpriteCellID: number

If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display

gravitySearch playground for gravity

gravity: Vector3

You can use gravity if you want to give an orientation to your particles.

idSearch playground for id

id: string

The id of the Particle system.

isAnimationSheetEnabledSearch playground for isAnimationSheetEnabled

isAnimationSheetEnabled: boolean

Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture

isBillboardBasedSearch playground for isBillboardBased

isBillboardBased: boolean

Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction

isLocalSearch playground for isLocal

isLocal: boolean

Specifies if the particles are updated in emitter local space or world space

layerMaskSearch playground for layerMask

layerMask: number

The layer mask we are rendering the particles through.

limitVelocityDampingSearch playground for limitVelocityDamping

limitVelocityDamping: number

Gets or sets a value indicating the damping to apply if the limit velocity factor is reached

manualEmitCountSearch playground for manualEmitCount

manualEmitCount: number

If you want to launch only a few particles at once, that can be done, as well.

maxAngularSpeedSearch playground for maxAngularSpeed

maxAngularSpeed: number

Maximum angular speed of emitting particles (Z-axis rotation for each particle).

maxEmitPowerSearch playground for maxEmitPower

maxEmitPower: number

Maximum power of emitting particles.

maxInitialRotationSearch playground for maxInitialRotation

maxInitialRotation: number

Gets or sets the maximal initial rotation in radians.

maxLifeTimeSearch playground for maxLifeTime

maxLifeTime: number

Maximum life time of emitting particles.

maxScaleXSearch playground for maxScaleX

maxScaleX: number

Maximum scale of emitting particles on X axis.

maxScaleYSearch playground for maxScaleY

maxScaleY: number

Maximum scale of emitting particles on Y axis.

maxSizeSearch playground for maxSize

maxSize: number

Maximum Size of emitting particles.

minAngularSpeedSearch playground for minAngularSpeed

minAngularSpeed: number

Minimum angular speed of emitting particles (Z-axis rotation for each particle).

minEmitPowerSearch playground for minEmitPower

minEmitPower: number

Minimum power of emitting particles.

minInitialRotationSearch playground for minInitialRotation

minInitialRotation: number

Gets or sets the minimal initial rotation in radians.

minLifeTimeSearch playground for minLifeTime

minLifeTime: number

Minimum life time of emitting particles.

minScaleXSearch playground for minScaleX

minScaleX: number

Minimum scale of emitting particles on X axis.

minScaleYSearch playground for minScaleY

minScaleY: number

Minimum scale of emitting particles on Y axis.

minSizeSearch playground for minSize

minSize: number

Minimum Size of emitting particles.

nameSearch playground for name

name: string

The name of the Particle system.

noiseStrengthSearch playground for noiseStrength

noiseStrength: Vector3

Gets or sets the strength to apply to the noise value (default is (10, 10, 10))

noiseTextureSearch playground for noiseTexture

noiseTexture: Nullable<BaseTexture>

Gets or sets a texture used to add random noise to particle positions

onBeforeDrawParticlesObservableSearch playground for onBeforeDrawParticlesObservable

onBeforeDrawParticlesObservable: Observable<Nullable<Effect>>

Observable that will be called just before the particles are drawn

onDisposeObservableSearch playground for onDisposeObservable

onDisposeObservable: Observable<IParticleSystem>

An event triggered when the system is disposed

onStoppedObservableSearch playground for onStoppedObservable

onStoppedObservable: Observable<IParticleSystem>

An event triggered when the system is stopped

particleEmitterTypeSearch playground for particleEmitterType

particleEmitterType: Nullable<IParticleEmitterType>

The particle emitter type defines the emitter used by the particle system. It can be for example box, sphere, or cone...

particleTextureSearch playground for particleTexture

particleTexture: Nullable<BaseTexture>

The texture used to render each particle. (this can be a spritesheet)

preWarmCyclesSearch playground for preWarmCycles

preWarmCycles: number

Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0

preWarmStepOffsetSearch playground for preWarmStepOffset

preWarmStepOffset: number

Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)

renderingGroupIdSearch playground for renderingGroupId

renderingGroupId: number

The rendering group used by the Particle system to chose when to render.

snippetIdSearch playground for snippetId

snippetId: string

Snippet ID if the particle system was created from the snippet server

spriteCellChangeSpeedSearch playground for spriteCellChangeSpeed

spriteCellChangeSpeed: number

If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)

spriteCellHeightSearch playground for spriteCellHeight

spriteCellHeight: number

If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use

spriteCellLoopSearch playground for spriteCellLoop

spriteCellLoop: boolean

If using a spritesheet (isAnimationSheetEnabled), defines whether the sprite animation is looping

spriteCellWidthSearch playground for spriteCellWidth

spriteCellWidth: number

If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use

spriteRandomStartCellSearch playground for spriteRandomStartCell

spriteRandomStartCell: boolean

This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID

startDelaySearch playground for startDelay

startDelay: number

Defines the delay in milliseconds before starting the system (0 by default)

startSpriteCellIDSearch playground for startSpriteCellID

startSpriteCellID: number

If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display

targetStopDurationSearch playground for targetStopDuration

targetStopDuration: number

The amount of time the particle system is running (depends of the overall update speed).

translationPivotSearch playground for translationPivot

translationPivot: Vector2

Gets or sets a Vector2 used to move the pivot (by default (0,0))

updateSpeedSearch playground for updateSpeed

updateSpeed: number

The overall motion speed (0.01 is default update speed, faster updates = faster animation)

useRampGradientsSearch playground for useRampGradients

useRampGradients: boolean

Gets or sets a boolean indicating that ramp gradients must be used

see

https://doc.babylonjs.com/babylon101/particles#ramp-gradients

vertexShaderNameSearch playground for vertexShaderName

vertexShaderName: string

Gets the name of the particle vertex shader

Methods

addAlphaRemapGradientSearch playground for addAlphaRemapGradient

  • addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem
  • Adds a new alpha remap gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • min: number

      defines the alpha remap minimal range

    • max: number

      defines the alpha remap maximal range

    Returns IParticleSystem

    the current particle system

addAngularSpeedGradientSearch playground for addAngularSpeedGradient

  • addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new angular speed gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the angular speed to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

addColorGradientSearch playground for addColorGradient

  • Adds a new color gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • color1: Color4

      defines the color to affect to the specified gradient

    • Optional color2: Color4

      defines an additional color used to define a range ([color, color2]) with main color to pick the final color from

    Returns IParticleSystem

    the current particle system

addColorRemapGradientSearch playground for addColorRemapGradient

  • addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem
  • Adds a new color remap gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • min: number

      defines the color remap minimal range

    • max: number

      defines the color remap maximal range

    Returns IParticleSystem

    the current particle system

addDragGradientSearch playground for addDragGradient

  • addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new drag gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the drag to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

addEmitRateGradientSearch playground for addEmitRateGradient

  • addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the emit rate to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

addLifeTimeGradientSearch playground for addLifeTimeGradient

  • addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new life time gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the life time factor to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

addLimitVelocityGradientSearch playground for addLimitVelocityGradient

  • addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new limit velocity gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the limit velocity to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

addRampGradientSearch playground for addRampGradient

  • Adds a new ramp gradient used to remap particle colors

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • color: Color3

      defines the color to affect to the specified gradient

    Returns IParticleSystem

    the current particle system

addSizeGradientSearch playground for addSizeGradient

  • addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new size gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the size factor to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

addStartSizeGradientSearch playground for addStartSizeGradient

  • addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the start size to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

addVelocityGradientSearch playground for addVelocityGradient

  • addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new velocity gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the velocity to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

animateSearch playground for animate

  • animate(): void
  • Animates the particle system for this frame.

    Returns void

cloneSearch playground for clone

  • Clones the particle system.

    Parameters

    • name: string

      The name of the cloned object

    • newEmitter: any

      The new emitter to use

    Returns Nullable<IParticleSystem>

    the cloned particle system

createBoxEmitterSearch playground for createBoxEmitter

  • Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)

    Parameters

    • direction1: Vector3

      Particles are emitted between the direction1 and direction2 from within the box

    • direction2: Vector3

      Particles are emitted between the direction1 and direction2 from within the box

    • minEmitBox: Vector3

      Particles are emitted from the box between minEmitBox and maxEmitBox

    • maxEmitBox: Vector3

      Particles are emitted from the box between minEmitBox and maxEmitBox

    Returns BoxParticleEmitter

    the emitter

createConeEmitterSearch playground for createConeEmitter

  • Creates a Cone Emitter for the particle system (emits from the cone to the particle position)

    Parameters

    • radius: number

      The radius of the cone to emit from

    • angle: number

      The base angle of the cone

    Returns ConeParticleEmitter

    the emitter

createCylinderEmitterSearch playground for createCylinderEmitter

  • createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter
  • Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)

    Parameters

    • radius: number

      The radius of the emission cylinder

    • height: number

      The height of the emission cylinder

    • radiusRange: number

      The range of emission [0-1] 0 Surface only, 1 Entire Radius

    • directionRandomizer: number

      How much to randomize the particle direction [0-1]

    Returns CylinderParticleEmitter

    the emitter

createDirectedCylinderEmitterSearch playground for createDirectedCylinderEmitter

  • Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)

    Parameters

    • radius: number

      The radius of the cylinder to emit from

    • height: number

      The height of the emission cylinder

    • radiusRange: number

      the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)

    • direction1: Vector3

      Particles are emitted between the direction1 and direction2 from within the cylinder

    • direction2: Vector3

      Particles are emitted between the direction1 and direction2 from within the cylinder

    Returns SphereDirectedParticleEmitter

    the emitter

createDirectedSphereEmitterSearch playground for createDirectedSphereEmitter

  • Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)

    Parameters

    • radius: number

      The radius of the sphere to emit from

    • direction1: Vector3

      Particles are emitted between the direction1 and direction2 from within the sphere

    • direction2: Vector3

      Particles are emitted between the direction1 and direction2 from within the sphere

    Returns SphereDirectedParticleEmitter

    the emitter

createHemisphericEmitterSearch playground for createHemisphericEmitter

  • Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)

    Parameters

    • radius: number

      The radius of the hemisphere to emit from

    • radiusRange: number

      The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius

    Returns HemisphericParticleEmitter

    the emitter

createPointEmitterSearch playground for createPointEmitter

  • Creates a Point Emitter for the particle system (emits directly from the emitter position)

    Parameters

    • direction1: Vector3

      Particles are emitted between the direction1 and direction2 from within the box

    • direction2: Vector3

      Particles are emitted between the direction1 and direction2 from within the box

    Returns PointParticleEmitter

    the emitter

createSphereEmitterSearch playground for createSphereEmitter

  • Creates a Sphere Emitter for the particle system (emits along the sphere radius)

    Parameters

    • radius: number

      The radius of the sphere to emit from

    • radiusRange: number

      The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius

    Returns SphereParticleEmitter

    the emitter

disposeSearch playground for dispose

  • dispose(disposeTexture?: boolean): void
  • Dispose the particle system and frees its associated resources.

    Parameters

    • Optional disposeTexture: boolean

      defines if the particle texture must be disposed as well (true by default)

    Returns void

fillDefinesSearch playground for fillDefines

  • fillDefines(defines: Array<string>, blendMode: number): void
  • Fill the defines array according to the current settings of the particle system

    Parameters

    • defines: Array<string>

      Array to be updated

    • blendMode: number

      blend mode to take into account when updating the array

    Returns void

fillUniformsAttributesAndSamplerNamesSearch playground for fillUniformsAttributesAndSamplerNames

  • fillUniformsAttributesAndSamplerNames(uniforms: Array<string>, attributes: Array<string>, samplers: Array<string>): void
  • Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system

    Parameters

    • uniforms: Array<string>

      Uniforms array to fill

    • attributes: Array<string>

      Attributes array to fill

    • samplers: Array<string>

      Samplers array to fill

    Returns void

forceRefreshGradientsSearch playground for forceRefreshGradients

  • forceRefreshGradients(): void
  • Force the system to rebuild all gradients that need to be resync

    Returns void

getActiveCountSearch playground for getActiveCount

  • getActiveCount(): number
  • Gets the number of particles active at the same time.

    Returns number

    The number of active particles.

getAlphaRemapGradientsSearch playground for getAlphaRemapGradients

  • Gets the current list of alpha remap gradients. You must use addAlphaRemapGradient and removeAlphaRemapGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of alpha remap gradients

getAngularSpeedGradientsSearch playground for getAngularSpeedGradients

  • Gets the current list of angular speed gradients. You must use addAngularSpeedGradient and removeAngularSpeedGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of angular speed gradients

getCapacitySearch playground for getCapacity

  • getCapacity(): number
  • Gets the maximum number of particles active at the same time.

    Returns number

    The max number of active particles.

getClassNameSearch playground for getClassName

  • getClassName(): string
  • Returns the string "ParticleSystem"

    Returns string

    a string containing the class name

getColorGradientsSearch playground for getColorGradients

  • Gets the current list of color gradients. You must use addColorGradient and removeColorGradient to update this list

    Returns Nullable<Array<ColorGradient>>

    the list of color gradients

  • Gets the current list of color gradients. You must use addColorGradient and removeColorGradient to update this list

    Returns Nullable<Array<ColorGradient>>

    the list of color gradients

getColorRemapGradientsSearch playground for getColorRemapGradients

  • Gets the current list of color remap gradients. You must use addColorRemapGradient and removeColorRemapGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of color remap gradients

getCustomEffectSearch playground for getCustomEffect

  • Gets the custom effect used to render the particles

    Parameters

    • blendMode: number

      Blend mode for which the effect should be retrieved

    Returns Nullable<Effect>

    The effect

getDragGradientsSearch playground for getDragGradients

  • Gets the current list of drag gradients. You must use addDragGradient and removeDragGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of drag gradients

getEmitRateGradientsSearch playground for getEmitRateGradients

  • Gets the current list of emit rate gradients. You must use addEmitRateGradient and removeEmitRateGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of emit rate gradients

getLifeTimeGradientsSearch playground for getLifeTimeGradients

  • Gets the current list of life time gradients. You must use addLifeTimeGradient and removeLifeTimeGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of life time gradients

getLimitVelocityGradientsSearch playground for getLimitVelocityGradients

  • Gets the current list of limit velocity gradients. You must use addLimitVelocityGradient and removeLimitVelocityGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of limit velocity gradients

getRampGradientsSearch playground for getRampGradients

  • Gets the current list of ramp gradients. You must use addRampGradient and removeRampGradient to update this list

    Returns Nullable<Array<Color3Gradient>>

    the list of ramp gradients

getSceneSearch playground for getScene

  • Get hosting scene

    Returns Nullable<Scene>

    the scene

getSizeGradientsSearch playground for getSizeGradients

  • Gets the current list of size gradients. You must use addSizeGradient and removeSizeGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of size gradients

getStartSizeGradientsSearch playground for getStartSizeGradients

  • Gets the current list of start size gradients. You must use addStartSizeGradient and removeStartSizeGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of start size gradients

getVelocityGradientsSearch playground for getVelocityGradients

  • Gets the current list of velocity gradients. You must use addVelocityGradient and removeVelocityGradient to update this list

    Returns Nullable<Array<FactorGradient>>

    the list of velocity gradients

isReadySearch playground for isReady

  • isReady(): boolean
  • Is this system ready to be used/rendered

    Returns boolean

    true if the system is ready

isStartedSearch playground for isStarted

  • isStarted(): boolean
  • Gets if the system has been started. (Note: this will still be true after stop is called)

    Returns boolean

    True if it has been started, otherwise false.

isStoppingSearch playground for isStopping

  • isStopping(): boolean
  • Gets a boolean indicating that the system is stopping

    Returns boolean

    true if the system is currently stopping

rebuildSearch playground for rebuild

  • rebuild(): void
  • Rebuild the particle system

    Returns void

removeAngularSpeedGradientSearch playground for removeAngularSpeedGradient

  • Remove a specific angular speed gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeColorGradientSearch playground for removeColorGradient

  • Remove a specific color gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeDragGradientSearch playground for removeDragGradient

  • Remove a specific drag gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeEmitRateGradientSearch playground for removeEmitRateGradient

  • Remove a specific emit rate gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeLifeTimeGradientSearch playground for removeLifeTimeGradient

  • Remove a specific life time gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeLimitVelocityGradientSearch playground for removeLimitVelocityGradient

  • Remove a specific limit velocity gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeSizeGradientSearch playground for removeSizeGradient

  • Remove a specific size gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeStartSizeGradientSearch playground for removeStartSizeGradient

  • Remove a specific start size gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeVelocityGradientSearch playground for removeVelocityGradient

  • Remove a specific velocity gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

renderSearch playground for render

  • render(): number
  • Renders the particle system in its current state.

    Returns number

    the current number of particles

resetSearch playground for reset

  • reset(): void
  • Remove all active particles

    Returns void

serializeSearch playground for serialize

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

    Parameters

    • serializeTexture: boolean

      defines if the texture must be serialized as well

    Returns any

    the JSON object

setCustomEffectSearch playground for setCustomEffect

  • Sets the custom effect used to render the particles

    Parameters

    • effect: Nullable<Effect>

      The effect to set

    • blendMode: number

      Blend mode for which the effect should be set

    Returns void

startSearch playground for start

  • start(delay?: number): void
  • Starts the particle system and begins to emit

    Parameters

    • Optional delay: number

      defines the delay in milliseconds before starting the system (0 by default)

    Returns void

stopSearch playground for stop

  • stop(): void
  • Stops the particle system.

    Returns void

Legend

  • Constructor
  • Property
  • Method
  • Property
  • Method
  • Inherited property
  • Inherited method
  • Static property
  • Static method