Cloning With the Solid Particle System

Using the Solid Particle System to Copy Meshes

There is more to the Solid Particle System (SPS) than just producing multiple copies of a mesh and these are considered in full in the Particles section. The SPS places multiple copies of a mesh all together into just one mesh. This means that instead of multiple draw calls there is just one draw call for the single mesh.

The SPS is a single updatable mesh with the same properties as any other Babylon.js mesh.

In order to produce multiple copies of a mesh you follow this script

Example :

SPS = new BABYLON.SolidParticleSystem("SPS", scene); //create the SPS
const tetra = BABYLON.MeshBuilder.CreatePolyhedron("tetra", {}); //create the mesh
SPS.addShape(tetra, 1500); // add as many copies as you want to the SPS
tetra.dispose(); //ddispose of the original mesh
const spsMesh = SPS.buildMesh(); //builds the SPS mesh
//Set the function to intialise the particle properties
SPS.initParticles = () => {
for (let p = 0; p < SPS.nbParticles; p++) {
const particle = SPS.particles[p]
particle.position.x = BABYLON.Scalar.RandomRange(-50, 50);
particle.position.y = BABYLON.Scalar.RandomRange(-50, 50);
particle.position.z = BABYLON.Scalar.RandomRange(-50, 50);
const scale = BABYLON.Scalar.RandomRange(0.5, 1.5);;
particle.scale.x = scale;
particle.scale.y = scale;
particle.scale.z = scale;
particle.rotation.x = BABYLON.Scalar.RandomRange(0, Math.PI);
particle.rotation.y = BABYLON.Scalar.RandomRange(0, Math.PI);
particle.rotation.z = BABYLON.Scalar.RandomRange(0, Math.PI);
} ;
SPS.initParticles(); //call the initialising function
SPS.setParticles(); //apply the properties and display the mesh


Copying a tetrahedron: Copying a Tetrahedron