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

animations

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animations: Animation[]

List of animations used by the particle system.

beginAnimationFrom

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beginAnimationFrom: number

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

beginAnimationLoop

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beginAnimationLoop: boolean

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

beginAnimationOnStart

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beginAnimationOnStart: boolean

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

beginAnimationTo

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beginAnimationTo: number

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

billboardMode

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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

blendMode

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blendMode: number

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

color1

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color1: Color4

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

color2

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color2: Color4

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

colorDead

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colorDead: Color4

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

disposeOnStop

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disposeOnStop: boolean

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

emitRate

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emitRate: number

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

emitter

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

endSpriteCellID

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endSpriteCellID: number

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

gravity

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gravity: Vector3

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

id

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id: string

The id of the Particle system.

isAnimationSheetEnabled

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isAnimationSheetEnabled: boolean

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

isBillboardBased

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isBillboardBased: boolean

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

layerMask

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layerMask: number

The layer mask we are rendering the particles through.

limitVelocityDamping

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limitVelocityDamping: number

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

maxAngularSpeed

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maxAngularSpeed: number

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

maxEmitPower

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maxEmitPower: number

Maximum power of emitting particles.

maxInitialRotation

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maxInitialRotation: number

Gets or sets the maximal initial rotation in radians.

maxLifeTime

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maxLifeTime: number

Maximum life time of emitting particles.

maxScaleX

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maxScaleX: number

Maximum scale of emitting particles on X axis.

maxScaleY

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maxScaleY: number

Maximum scale of emitting particles on Y axis.

maxSize

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maxSize: number

Maximum Size of emitting particles.

minAngularSpeed

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minAngularSpeed: number

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

minEmitPower

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minEmitPower: number

Minimum power of emitting particles.

minInitialRotation

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minInitialRotation: number

Gets or sets the minimal initial rotation in radians.

minLifeTime

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minLifeTime: number

Minimum life time of emitting particles.

minScaleX

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minScaleX: number

Minimum scale of emitting particles on X axis.

minScaleY

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minScaleY: number

Minimum scale of emitting particles on Y axis.

minSize

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minSize: number

Minimum Size of emitting particles.

name

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name: string

The name of the Particle system.

noiseStrength

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noiseStrength: Vector3

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

noiseTexture

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noiseTexture: Nullable<BaseTexture>

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

particleEmitterType

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particleEmitterType: Nullable<IParticleEmitterType>

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

particleTexture

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particleTexture: Nullable<Texture>

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

preWarmCycles

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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

preWarmStepOffset

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preWarmStepOffset: number

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

renderingGroupId

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renderingGroupId: number

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

spriteCellChangeSpeed

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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)

spriteCellHeight

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spriteCellHeight: number

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

spriteCellWidth

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spriteCellWidth: number

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

spriteRandomStartCell

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spriteRandomStartCell: boolean

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

startDelay

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startDelay: number

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

startSpriteCellID

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startSpriteCellID: number

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

targetStopDuration

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targetStopDuration: number

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

translationPivot

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translationPivot: Vector2

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

updateSpeed

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updateSpeed: number

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

useRampGradients

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useRampGradients: boolean

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

see

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

Methods

addAlphaRemapGradient

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  • 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

addAngularSpeedGradient

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  • 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

addColorGradient

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  • 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

addColorRemapGradient

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  • 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

addDragGradient

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  • 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

addEmitRateGradient

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  • 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

addLifeTimeGradient

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  • 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

addLimitVelocityGradient

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  • 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

addRampGradient

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  • 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

addSizeGradient

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  • 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

addStartSizeGradient

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  • 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

addVelocityGradient

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  • 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

animate

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

    Returns void

clone

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  • 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

createBoxEmitter

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  • 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

createConeEmitter

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  • 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

createCylinderEmitter

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  • 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

createDirectedCylinderEmitter

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  • 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

createDirectedSphereEmitter

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  • 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

createHemisphericEmitter

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  • 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

createPointEmitter

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  • 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

createSphereEmitter

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  • 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

dispose

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

    Parameters

    • Optional disposeTexture: boolean

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

    Returns void

getAlphaRemapGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of alpha remap gradients

getAngularSpeedGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of angular speed gradients

getCapacity

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

    Returns number

    The max number of active particles.

getColorGradients

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

    Returns Nullable<Array<ColorGradient>>

    the list of color gradients

getColorRemapGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of color remap gradients

getDragGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of drag gradients

getEmitRateGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of emit rate gradients

getLifeTimeGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of life time gradients

getLimitVelocityGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of limit velocity gradients

getRampGradients

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

    Returns Nullable<Array<Color3Gradient>>

    the list of ramp gradients

getScene

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  • Get hosting scene

    Returns Scene

    the scene

getSizeGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of size gradients

getStartSizeGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of start size gradients

getVelocityGradients

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

    Returns Nullable<Array<FactorGradient>>

    the list of velocity gradients

isReady

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

    Returns boolean

    true if the system is ready

isStarted

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  • 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.

rebuild

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  • rebuild(): void
  • Rebuild the particle system

    Returns void

removeAngularSpeedGradient

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  • Remove a specific angular speed gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeColorGradient

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  • Remove a specific color gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeDragGradient

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  • Remove a specific drag gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeEmitRateGradient

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  • Remove a specific emit rate gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeLifeTimeGradient

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  • Remove a specific life time gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeLimitVelocityGradient

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  • Remove a specific limit velocity gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeSizeGradient

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  • Remove a specific size gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeStartSizeGradient

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  • Remove a specific start size gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

removeVelocityGradient

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  • Remove a specific velocity gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

render

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

    Returns number

    the current number of particles

reset

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  • reset(): void
  • Remove all active particles

    Returns void

serialize

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

    Returns any

    the JSON object

start

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  • 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

stop

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

    Returns void

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