API

Class BaseParticleSystem

This represents the base class for particle system in Babylon. Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust. Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.

https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro

Hierarchy (View Summary)

Implements

  • IClipPlanesHolder
Index
animations: Animation[] = []

List of animations used by the particle system.

applyFog: boolean = false

Gets or sets a boolean indicating that this particle system will allow fog to be rendered on it (false by default)

beginAnimationFrom: number = 0

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

beginAnimationLoop: boolean = false

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

beginAnimationOnStart: boolean = false

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

beginAnimationTo: number = 60

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

blendMode: number = BaseParticleSystem.BLENDMODE_ONEONE

Blend mode use to render the particle For original blend modes which are exposed from ParticleSystem (OneOne, Standard, Add, Multiply, MultiplyAdd, and Subtract), use ParticleSystem.BLENDMODE_FOO For all other blend modes, use Engine Constants.ALPHA_FOO blend modes

clipPlane: Nullable<Plane>

Gets or sets the active clipplane 1

clipPlane2: Nullable<Plane>

Gets or sets the active clipplane 2

clipPlane3: Nullable<Plane>

Gets or sets the active clipplane 3

clipPlane4: Nullable<Plane>

Gets or sets the active clipplane 4

clipPlane5: Nullable<Plane>

Gets or sets the active clipplane 5

clipPlane6: Nullable<Plane>

Gets or sets the active clipplane 6

color1: Color4 = ...

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

color2: Color4 = ...

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

colorDead: Color4 = ...

Color the particle will have at the end of its lifetime

customShader: any = null

This can help using your own shader to render the particle system. The according effect will be created

disposeOnStop: boolean = false

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

emitRate: number = 10

The maximum number of particles to emit per frame

emitter: Nullable<AbstractMesh | Vector3> = ...

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

endSpriteCellID: number = 0

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

forceDepthWrite: boolean = false

Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls to override the particles.

gravity: Vector3 = ...

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

id: string

The id of the Particle system.

layerMask: number = 0x0fffffff

The layer mask we are rendering the particles through.

limitVelocityDamping: number = 0.4

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

manualEmitCount: number = -1

If you want to launch only a few particles at once, that can be done, as well.

maxAngularSpeed: number = 0

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

maxEmitPower: number = 1

Maximum power of emitting particles.

maxInitialRotation: number = 0

Gets or sets the maximal initial rotation in radians.

maxLifeTime: number = 1

Maximum life time of emitting particles.

maxScaleX: number = 1

Maximum scale of emitting particles on X axis.

maxScaleY: number = 1

Maximum scale of emitting particles on Y axis.

maxSize: number = 1

Maximum Size of emitting particles.

minAngularSpeed: number = 0

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

minEmitPower: number = 1

Minimum power of emitting particles.

minInitialRotation: number = 0

Gets or sets the minimal initial rotation in radians.

minLifeTime: number = 1

Minimum life time of emitting particles.

minScaleX: number = 1

Minimum scale of emitting particles on X axis.

minScaleY: number = 1

Minimum scale of emitting particles on Y axis.

minSize: number = 1

Minimum Size of emitting particles.

name: string

The friendly name of the Particle system.

noiseStrength: Vector3 = ...

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

onAnimationEnd: Nullable<() => void> = null

Callback triggered when the particle animation is ending.

particleEmitterType: IParticleEmitterType

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

particleTexture: Nullable<BaseTexture>

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

preventAutoStart: boolean = false

By default particle system starts as soon as they are created. This prevents the automatic start to happen and let you decide when to start emitting particles.

preWarmCycles: number = 0

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: number = 1

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

renderingGroupId: number = 0

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

snippetId: string

Snippet ID if the particle system was created from the snippet server

spriteCellChangeSpeed: number = 1

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: number = 0

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

spriteCellLoop: boolean = true

If using a spritesheet (isAnimationSheetEnabled), defines wether the sprite animation is looping

spriteCellWidth: number = 0

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

spriteRandomStartCell: boolean = false

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

startDelay: number = 0

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

startSpriteCellID: number = 0

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

textureMask: Color4 = ...

An optional mask to filter some colors out of the texture, or filter a part of the alpha channel

translationPivot: Vector2 = ...

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

uniqueId: number

Gets or sets the unique id of the particle system

updateSpeed: number = 0.01

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

worldOffset: Vector3 = ...

Gets or sets a world offset applied to all particles

BLENDMODE_ADD: number = 2

Add current color and particle color multiplied by particle’s alpha

BLENDMODE_MULTIPLY: number = 3

Multiply current color with particle color

BLENDMODE_MULTIPLYADD: number = 4

Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha

BLENDMODE_ONEONE: number = 0

Source color is added to the destination color without alpha affecting the result. Great for additive glow effects (fire, magic, lasers)

BLENDMODE_STANDARD: number = 1

Blend current color and particle color using particle’s alpha. Same as Constants.ALPHA_COMBINE, the go-to for transparency. 100% alpha means source, 0% alpha means background. Glass, UI fade, smoke

BLENDMODE_SUBTRACT: number = -1

Subtracts source (particle) from destination (current color), leading to darker results

  • NOTE: Init as -1 so we can properly map all modes to Engine Const's (otherwise ALPHA_SUBTRACT will conflict with BLENDMODE_MULTIPLY since both use 3)
  • 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 value to affect to the specified gradient

    • Optionalfactor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns this

    the current particle system

  • Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from within 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

  • Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)

    Parameters

    • radius: number = 1

      The radius of the emission cylinder

    • height: number = 1

      The height of the emission cylinder

    • radiusRange: number = 1

      The range of emission [0-1] 0 Surface only, 1 Entire Radius

    • directionRandomizer: number = 0

      How much to randomize the particle direction [0-1]

    Returns CylinderParticleEmitter

    the emitter

  • Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)

    Parameters

    • radius: number = 1

      The radius of the cylinder to emit from

    • height: number = 1

      The height of the emission cylinder

    • radiusRange: number = 1

      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 CylinderDirectedParticleEmitter

    the emitter