Represents one particle of a solid particle system.
Creates a Solid Particle object. Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
(integer) is the particle index in the Solid Particle System pool.
(integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
(integer) is the starting index of the particle vertices in the SPS "positions" array.
(integer) is the starting index of the particle indices in the SPS "indices" array.
(ModelShape) is a reference to the model shape on what the particle is designed.
(integer) is the model shape identifier in the SPS.
(integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
defines the sps it is associated to
is the reference to the model BoundingInfo used for intersection computations.
is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.
Is the particle active or not ?
The color of the particle
The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum(). The possible values are :
particle global index
Index of the particle in its shape id
Is the particle visible or not ?
The particle material identifier (integer) when MultiMaterials are enabled in the SPS.
Parent particle Id, if any. Default null.
The pivot point in the particle local space.
The world space position of the particle.
The world space rotation of the particle. (Not use if rotationQuaternion is set)
The world space rotation quaternion of the particle.
The scaling of the particle.
ModelShape id of this particle
Must the particle be translated from its pivot point in its local space ? In this case, the pivot point is set at the origin of the particle local space and the particle is translated. Default : false
The uvs of the particle.
The current speed of the particle.
Returns a boolean. True if the particle intersects another particle or another mesh, else false. The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
is the object (solid particle or mesh) what the intersection is computed against.
true if it intersects
true if the solid particle is within the frustum defined by the passed array of planes.
A particle is in the frustum if its bounding box intersects the frustum
defines the frustum to test
true if the particle is in the frustum planes
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