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Represents one particle of a points cloud system.


  • CloudPoint



  • Creates a Point Cloud object. Don't create particles manually, use instead the PCS internal tools like _addParticle()


    • particleIndex: number

      (integer) is the particle index in the PCS pool. It's also the particle identifier.

    • group: PointsGroup

      (PointsGroup) is the group the particle belongs to

    • groupId: number

      (integer) is the group identifier in the PCS.

    • idxInGroup: number

      (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))

    • pcs: PointsCloudSystem

      defines the PCS it is associated to

    Returns CloudPoint


_group: PointsGroup

Group this particle belongs to

The color of the particle

groupId: number

Group id of this particle

idx: number

particle global index

idxInGroup: number

Index of the particle in its group id (Internal use)

parentId: Nullable<number>

Parent particle Id, if any. Default null.

pivot: Vector3

The pivot point in the particle local space.

position: Vector3

The world space position of the particle.

rotation: Vector3

The world space rotation of the particle. (Not use if rotationQuaternion is set)

rotationQuaternion: Nullable<Quaternion>

The world space rotation quaternion of the particle.

translateFromPivot: boolean

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 uv of the particle.

velocity: Vector3

The current speed of the particle.


  • Legacy support, changed quaternion to rotationQuaternion

    Returns Nullable<Quaternion>

  • Legacy support, changed quaternion to rotationQuaternion


    Returns void

  • get point size

    Returns Vector3

  • Set point size


    Returns void


  • intersectsMesh(target: Mesh, isSphere: boolean): boolean
  • Returns a boolean. True if the particle intersects a mesh, else false The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere


    • target: Mesh

      is the object (point or mesh) what the intersection is computed against

    • isSphere: boolean

      is boolean flag when false (default) bounding box of mesh is used, when true the bounding sphere is used

    Returns boolean

    true if it intersects


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