Getting Started - Chapter 6 - Particle Spray
In this case particles are small sprites emitted in a cluster, or cloud, to simulate used to simulate fire, smoke, water, or even faery dust.
The basis for a cloud of particles is the ParticleSystem. With this we specify the number of particles to use
const particleSystem = new BABYLON.ParticleSystem("particles", 5000, scene); //scene is optional
Particles are emitted from a specifically defined region. Each particle is given a lifetime and when reached it is reused and re-emitted.
They are given a texture, which obviously governs their appearance,
particleSystem.particleTexture = new BABYLON.Texture("url to image", scene);
The basic emitter region is with a box of given dimensions around a specified point;
particleSystem.emitter = new BABYLON.Vector3(-4, 0.8, -6); // the point at the top of the fountainparticleSystem.minEmitBox = new BABYLON.Vector3(-0.01, 0, -0.01); // minimum box dimensionsparticleSystem.maxEmitBox = new BABYLON.Vector3(0.01, 0, 0.01); // maximum box dimensions
Up to three colors can be given in the form (r, g, b, a) for red, green, blue, and alpha. Alpha goes from 0 for fully transparent up to 1 for fully opaque. The first two are combined or blended to set the color of the particle. The method of blending can be specified. The third has the property colorDead and is of use when recycling of the particles is set to off. This third property is not needed for our fountain.
particleSystem.color1 = new BABYLON.Color4(0.7, 0.8, 1.0, 1.0);particleSystem.color2 = new BABYLON.Color4(0.2, 0.5, 1.0, 1.0);particleSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
The size of a particle and its lifetime are within the range set by minimum and maximum values.
particleSystem.minSize = 0.01;particleSystem.maxSize = 0.05;particleSystem.minLifeTime = 0.3;particleSystem.maxLifeTime = 1.5;
We also need to set the number of particles emitted per second. Too fast an emittance rate with a long lifetime can result in gaps in the emission of particles.
particleSystem.emitRate = 1500;
We also set two possible directions for the particles and affect the speed with which the particle travels by giving a minimum and maximum power value and an update speed.
particleSystem.direction1 = new BABYLON.Vector3(-1, 8, 1);particleSystem.direction2 = new BABYLON.Vector3(1, 8, -1);particleSystem.minEmitPower = 0.2;particleSystem.maxEmitPower = 0.6;particleSystem.updateSpeed = 0.01;
Setting a negative value for graving in the y component ensures the particles fall downwards.
particleSystem.gravity = new BABYLON.Vector3(0, -9.81, 0);
Finally we can start the fountain
Here is an example of our fountain:A Basic Particle Fountain
The fountain in placeAdd the Spray
Let's now provide an on-off click event.