Class FluidRenderingObjectParticleSystem
Hierarchy (View Summary)
- FluidRenderingObject
- FluidRenderingObjectParticleSystem
Constructors
constructor
-
new FluidRenderingObjectParticleSystem(
scene: Scene,
ps: IParticleSystem,
shaderLanguage?: any,
): FluidRenderingObjectParticleSystemCreates a new instance of the class
Parameters
- scene: Scene
The scene the particle system is part of
- ps: IParticleSystem
The particle system
OptionalshaderLanguage: anyThe shader language to use
Returns FluidRenderingObjectParticleSystem
- scene: Scene
Properties
on Particle Size Changed
Observable triggered when the size of the particle is changed
particle Thickness Alpha
Defines the alpha value of a particle
priority
Defines the priority of the object. Objects will be rendered in ascending order of priority
StaticUse Per Particle Size Attribute
Uses each particle's own "size" vertex attribute instead of a single uniform size for all particles (default: false, opt-in).
Accessors
index Buffer
-
get indexBuffer(): Nullable<DataBuffer>
Gets the index buffer (or null if the object is using instancing)
Returns Nullable<DataBuffer>
num Particles
-
get numParticles(): number
Gets the number of particles in this particle system
Returns number
The number of particles
particle Size
-
get particleSize(): number
Gets or sets the size of the particle
Returns number
-
set particleSize(size: number): void
Parameters
- size: number
Returns void
particle System
-
get particleSystem(): IParticleSystem
Gets the particle system
Returns IParticleSystem
shader Language
-
get shaderLanguage(): ShaderLanguage
Gets the shader language used in this object
Returns ShaderLanguage
use Instancing
-
get useInstancing(): boolean
Indicates if the object uses instancing or not
Returns boolean
use True Rendering For Diffuse Texture
-
get useTrueRenderingForDiffuseTexture(): boolean
Gets or sets a boolean indicating that the diffuse texture should be generated based on the regular rendering of the particle system (default: true). Sometimes, generating the diffuse texture this way may be sub-optimal. In that case, you can disable this property, in which case the particle system will be rendered using a ALPHA_COMBINE mode instead of the one used by the particle system.
Returns boolean
-
set useTrueRenderingForDiffuseTexture(use: boolean): void
Parameters
- use: boolean
Returns void
use Velocity
-
get useVelocity(): boolean
Indicates if velocity of particles should be used when rendering the object. The vertex buffer set must contain a "velocity" buffer for this to work!
Returns boolean
-
set useVelocity(use: boolean): void
Parameters
- use: boolean
Returns void
vertex Buffers
-
get vertexBuffers(): { [key: string]: VertexBuffer }
Gets the vertex buffers
Returns { [key: string]: VertexBuffer }
Methods
dispose
-
Releases the resources used by the class
Returns void
get Class Name
-
Returns string
the name of the class
is Ready
-
Indicates if the object is ready to be rendered
Returns boolean
True if everything is ready for the object to be rendered, otherwise false
render Depth Texture
-
Render the depth texture for this object
Returns void
render Diffuse Texture
-
Render the diffuse texture for this object
Returns void
render Thickness Texture
-
Render the thickness texture for this object
Returns void
Defines a rendering object based on a particle system