Interface ParticleSystem
interface ParticleSystem {
blendMode: number;
buffer: ParticleBuffer;
createAngle: ParticleStep | null;
createColor: ParticleStep | null;
createColorDead: ParticleStep | null;
createDirection: ParticleStep | null;
createEmitPower: ParticleStep | null;
createLifeTime: ParticleStep | null;
createPosition: ParticleStep | null;
createSize: ParticleStep | null;
emitRate: number;
targetStopDuration: number;
texture: Texture2D | null;
updateSpeed: number;
updateSteps: ParticleStep[];
}
blendMode: number;
buffer: ParticleBuffer;
createAngle: ParticleStep | null;
createColor: ParticleStep | null;
createColorDead: ParticleStep | null;
createDirection: ParticleStep | null;
createEmitPower: ParticleStep | null;
createLifeTime: ParticleStep | null;
createPosition: ParticleStep | null;
createSize: ParticleStep | null;
emitRate: number;
targetStopDuration: number;
texture: Texture2D | null;
updateSpeed: number;
updateSteps: ParticleStep[];
}
Properties
blend Mode
blendMode: number
Rendering blend mode (Babylon.js BaseParticleSystem blend constants).
Readonlybuffer
buffer: ParticleBuffer
create Angle
createAngle: ParticleStep | null
create Color
createColor: ParticleStep | null
create Color Dead
createColorDead: ParticleStep | null
create Direction
createDirection: ParticleStep | null
create Emit Power
createEmitPower: ParticleStep | null
create Life Time
createLifeTime: ParticleStep | null
Creation slots, run in Babylon.js fixed order on every spawned particle (null slots skipped).
create Position
createPosition: ParticleStep | null
create Size
createSize: ParticleStep | null
emit Rate
emitRate: number
Particles emitted per simulated time unit.
target Stop Duration
targetStopDuration: number
When non-zero, the system stops once _actualFrame reaches this value.
texture
Particle texture, bound after the build's async loads settle (null until then / for headless builds).
update Speed
updateSpeed: number
Simulation advance per frame, before the per-step ratio.
update Steps
updateSteps: ParticleStep[]
Update steps, run in graph order on every live particle each frame.
Pure-state data-oriented particle system. Behaviour is provided by the standalone functions below.