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- import type { Immutable, Nullable } from "../types";
- import type { Vector2, Vector3, Matrix } from "../Maths/math.vector";
- import type { Color3, Color4 } from "../Maths/math.color";
- import type { BaseTexture } from "../Materials/Textures/baseTexture";
- import type { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "../Particles/EmitterTypes/index";
- import type { Scene } from "../scene";
- import type { ColorGradient, FactorGradient, Color3Gradient } from "../Misc/gradients";
- import type { Effect } from "../Materials/effect";
- import type { Observable } from "../Misc/observable";
- import type { VertexBuffer } from "../Buffers/buffer";
- import type { DataBuffer } from "../Buffers/dataBuffer";
- import type { Animation } from "../Animations/animation";
- import type { AbstractMesh } from "../Meshes/abstractMesh";
- /**
- * Interface representing a particle system in Babylon.js.
- * This groups the common functionalities that needs to be implemented in order to create a particle system.
- * A particle system represents a way to manage particles from their emission to their animation and rendering.
- */
- export interface IParticleSystem {
- /**
- * List of animations used by the particle system.
- */
- animations: Animation[];
- /**
- * The id of the Particle system.
- */
- id: string;
- /**
- * The name of the Particle system.
- */
- name: string;
- /**
- * The emitter represents the Mesh or position we are attaching the particle system to.
- */
- emitter: Nullable<AbstractMesh | Vector3>;
- /**
- * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
- */
- isBillboardBased: boolean;
- /**
- * The rendering group used by the Particle system to chose when to render.
- */
- renderingGroupId: number;
- /**
- * The layer mask we are rendering the particles through.
- */
- layerMask: number;
- /**
- * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
- */
- updateSpeed: number;
- /**
- * The amount of time the particle system is running (depends of the overall update speed).
- */
- targetStopDuration: number;
- /**
- * The texture used to render each particle. (this can be a spritesheet)
- */
- particleTexture: Nullable<BaseTexture>;
- /**
- * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
- */
- blendMode: number;
- /**
- * Minimum life time of emitting particles.
- */
- minLifeTime: number;
- /**
- * Maximum life time of emitting particles.
- */
- maxLifeTime: number;
- /**
- * Minimum Size of emitting particles.
- */
- minSize: number;
- /**
- * Maximum Size of emitting particles.
- */
- maxSize: number;
- /**
- * Minimum scale of emitting particles on X axis.
- */
- minScaleX: number;
- /**
- * Maximum scale of emitting particles on X axis.
- */
- maxScaleX: number;
- /**
- * Minimum scale of emitting particles on Y axis.
- */
- minScaleY: number;
- /**
- * Maximum scale of emitting particles on Y axis.
- */
- maxScaleY: number;
- /**
- * Random color of each particle after it has been emitted, between color1 and color2 vectors.
- */
- color1: Color4;
- /**
- * Random color of each particle after it has been emitted, between color1 and color2 vectors.
- */
- color2: Color4;
- /**
- * Color the particle will have at the end of its lifetime.
- */
- colorDead: Color4;
- /**
- * The maximum number of particles to emit per frame until we reach the activeParticleCount value
- */
- emitRate: number;
- /**
- * You can use gravity if you want to give an orientation to your particles.
- */
- gravity: Vector3;
- /**
- * Minimum power of emitting particles.
- */
- minEmitPower: number;
- /**
- * Maximum power of emitting particles.
- */
- maxEmitPower: number;
- /**
- * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
- */
- minAngularSpeed: number;
- /**
- * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
- */
- maxAngularSpeed: number;
- /**
- * Gets or sets the minimal initial rotation in radians.
- */
- minInitialRotation: number;
- /**
- * Gets or sets the maximal initial rotation in radians.
- */
- maxInitialRotation: number;
- /**
- * The particle emitter type defines the emitter used by the particle system.
- * It can be for example box, sphere, or cone...
- */
- particleEmitterType: Nullable<IParticleEmitterType>;
- /**
- * Defines the delay in milliseconds before starting the system (0 by default)
- */
- startDelay: number;
- /**
- * 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
- */
- preWarmCycles: number;
- /**
- * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
- */
- preWarmStepOffset: number;
- /**
- * 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)
- */
- spriteCellChangeSpeed: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
- */
- startSpriteCellID: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
- */
- endSpriteCellID: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled), defines whether the sprite animation is looping
- */
- spriteCellLoop: boolean;
- /**
- * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
- */
- spriteCellWidth: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
- */
- spriteCellHeight: number;
- /**
- * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
- */
- spriteRandomStartCell: boolean;
- /**
- * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
- */
- isAnimationSheetEnabled: boolean;
- /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
- translationPivot: Vector2;
- /**
- * Gets or sets a texture used to add random noise to particle positions
- */
- noiseTexture: Nullable<BaseTexture>;
- /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
- noiseStrength: Vector3;
- /**
- * Gets or sets the billboard mode to use when isBillboardBased = true.
- * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
- */
- billboardMode: number;
- /**
- * Gets or sets a boolean enabling the use of logarithmic depth buffers, which is good for wide depth buffers.
- */
- useLogarithmicDepth: boolean;
- /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
- limitVelocityDamping: number;
- /**
- * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
- */
- beginAnimationOnStart: boolean;
- /**
- * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
- */
- beginAnimationFrom: number;
- /**
- * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
- */
- beginAnimationTo: number;
- /**
- * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
- */
- beginAnimationLoop: boolean;
- /**
- * Specifies whether the particle system will be disposed once it reaches the end of the animation.
- */
- disposeOnStop: boolean;
- /**
- * If you want to launch only a few particles at once, that can be done, as well.
- */
- manualEmitCount: number;
- /**
- * Specifies if the particles are updated in emitter local space or world space
- */
- isLocal: boolean;
- /** Snippet ID if the particle system was created from the snippet server */
- snippetId: string;
- /** Gets or sets a matrix to use to compute projection */
- defaultProjectionMatrix: Matrix;
- /** Indicates that the update of particles is done in the animate function (and not in render) */
- updateInAnimate: boolean;
- /** @internal */
- _wasDispatched: boolean;
- /**
- * Gets the maximum number of particles active at the same time.
- * @returns The max number of active particles.
- */
- getCapacity(): number;
- /**
- * Gets the number of particles active at the same time.
- * @returns The number of active particles.
- */
- getActiveCount(): number;
- /**
- * Gets if the system has been started. (Note: this will still be true after stop is called)
- * @returns True if it has been started, otherwise false.
- */
- isStarted(): boolean;
- /**
- * Animates the particle system for this frame.
- */
- animate(): void;
- /**
- * Renders the particle system in its current state.
- * @returns the current number of particles
- */
- render(): number;
- /**
- * Dispose the particle system and frees its associated resources.
- * @param disposeTexture defines if the particle texture must be disposed as well (true by default)
- * @param disposeAttachedSubEmitters defines if the attached sub-emitters must be disposed as well (false by default)
- * @param disposeEndSubEmitters defines if the end type sub-emitters must be disposed as well (false by default)
- */
- dispose(disposeTexture?: boolean, disposeAttachedSubEmitters?: boolean, disposeEndSubEmitters?: boolean): void;
- /**
- * An event triggered when the system is disposed
- */
- onDisposeObservable: Observable<IParticleSystem>;
- /**
- * An event triggered when the system is stopped
- */
- onStoppedObservable: Observable<IParticleSystem>;
- /**
- * Clones the particle system.
- * @param name The name of the cloned object
- * @param newEmitter The new emitter to use
- * @returns the cloned particle system
- */
- clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
- /**
- * Serializes the particle system to a JSON object
- * @param serializeTexture defines if the texture must be serialized as well
- * @returns the JSON object
- */
- serialize(serializeTexture: boolean): any;
- /**
- * Rebuild the particle system
- */
- rebuild(): void;
- /** Force the system to rebuild all gradients that need to be resync */
- forceRefreshGradients(): void;
- /**
- * Starts the particle system and begins to emit
- * @param delay defines the delay in milliseconds before starting the system (0 by default)
- */
- start(delay?: number): void;
- /**
- * Stops the particle system.
- */
- stop(): void;
- /**
- * Remove all active particles
- */
- reset(): void;
- /**
- * Gets a boolean indicating that the system is stopping
- * @returns true if the system is currently stopping
- */
- isStopping(): boolean;
- /**
- * Is this system ready to be used/rendered
- * @returns true if the system is ready
- */
- isReady(): boolean;
- /**
- * Returns the string "ParticleSystem"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Gets the custom effect used to render the particles
- * @param blendMode Blend mode for which the effect should be retrieved
- * @returns The effect
- */
- getCustomEffect(blendMode: number): Nullable<Effect>;
- /**
- * Sets the custom effect used to render the particles
- * @param effect The effect to set
- * @param blendMode Blend mode for which the effect should be set
- */
- setCustomEffect(effect: Nullable<Effect>, blendMode: number): void;
- /**
- * Fill the defines array according to the current settings of the particle system
- * @param defines Array to be updated
- * @param blendMode blend mode to take into account when updating the array
- */
- fillDefines(defines: Array<string>, blendMode: number): void;
- /**
- * Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system
- * @param uniforms Uniforms array to fill
- * @param attributes Attributes array to fill
- * @param samplers Samplers array to fill
- */
- fillUniformsAttributesAndSamplerNames(uniforms: Array<string>, attributes: Array<string>, samplers: Array<string>): void;
- /**
- * Observable that will be called just before the particles are drawn
- */
- onBeforeDrawParticlesObservable: Observable<Nullable<Effect>>;
- /**
- * Gets the name of the particle vertex shader
- */
- vertexShaderName: string;
- /**
- * Gets the vertex buffers used by the particle system
- */
- vertexBuffers: Immutable<{
- [key: string]: VertexBuffer;
- }>;
- /**
- * Gets the index buffer used by the particle system (or null if no index buffer is used)
- */
- indexBuffer: Nullable<DataBuffer>;
- /**
- * Adds a new color gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color1 defines the color to affect to the specified gradient
- * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
- * @returns the current particle system
- */
- addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
- /**
- * Remove a specific color gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeColorGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new size gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the size factor to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific size gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeSizeGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of color gradients.
- * You must use addColorGradient and removeColorGradient to update this list
- * @returns the list of color gradients
- */
- getColorGradients(): Nullable<Array<ColorGradient>>;
- /**
- * Gets the current list of size gradients.
- * You must use addSizeGradient and removeSizeGradient to update this list
- * @returns the list of size gradients
- */
- getSizeGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of angular speed gradients.
- * You must use addAngularSpeedGradient and removeAngularSpeedGradient to update this list
- * @returns the list of angular speed gradients
- */
- getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new angular speed gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the angular speed to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific angular speed gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeAngularSpeedGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of velocity gradients.
- * You must use addVelocityGradient and removeVelocityGradient to update this list
- * @returns the list of velocity gradients
- */
- getVelocityGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the velocity to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeVelocityGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of limit velocity gradients.
- * You must use addLimitVelocityGradient and removeLimitVelocityGradient to update this list
- * @returns the list of limit velocity gradients
- */
- getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new limit velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the limit velocity to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific limit velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeLimitVelocityGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new drag gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the drag to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific drag gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeDragGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of drag gradients.
- * You must use addDragGradient and removeDragGradient to update this list
- * @returns the list of drag gradients
- */
- getDragGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the emit rate to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific emit rate gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeEmitRateGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of emit rate gradients.
- * You must use addEmitRateGradient and removeEmitRateGradient to update this list
- * @returns the list of emit rate gradients
- */
- getEmitRateGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the start size to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific start size gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeStartSizeGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of start size gradients.
- * You must use addStartSizeGradient and removeStartSizeGradient to update this list
- * @returns the list of start size gradients
- */
- getStartSizeGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new life time gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the life time factor to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific life time gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeLifeTimeGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of life time gradients.
- * You must use addLifeTimeGradient and removeLifeTimeGradient to update this list
- * @returns the list of life time gradients
- */
- getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of color gradients.
- * You must use addColorGradient and removeColorGradient to update this list
- * @returns the list of color gradients
- */
- getColorGradients(): Nullable<Array<ColorGradient>>;
- /**
- * Adds a new ramp gradient used to remap particle colors
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color defines the color to affect to the specified gradient
- * @returns the current particle system
- */
- addRampGradient(gradient: number, color: Color3): IParticleSystem;
- /**
- * Gets the current list of ramp gradients.
- * You must use addRampGradient and removeRampGradient to update this list
- * @returns the list of ramp gradients
- */
- getRampGradients(): Nullable<Array<Color3Gradient>>;
- /** Gets or sets a boolean indicating that ramp gradients must be used
- * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/ramps_and_blends
- */
- useRampGradients: boolean;
- /**
- * Adds a new color remap gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the color remap minimal range
- * @param max defines the color remap maximal range
- * @returns the current particle system
- */
- addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
- /**
- * Gets the current list of color remap gradients.
- * You must use addColorRemapGradient and removeColorRemapGradient to update this list
- * @returns the list of color remap gradients
- */
- getColorRemapGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new alpha remap gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the alpha remap minimal range
- * @param max defines the alpha remap maximal range
- * @returns the current particle system
- */
- addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
- /**
- * Gets the current list of alpha remap gradients.
- * You must use addAlphaRemapGradient and removeAlphaRemapGradient to update this list
- * @returns the list of alpha remap gradients
- */
- getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Creates a Point Emitter for the particle system (emits directly from the emitter position)
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
- * @returns the emitter
- */
- createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
- /**
- * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
- * @param radius The radius of the hemisphere to emit from
- * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
- * @returns the emitter
- */
- createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
- /**
- * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
- * @param radius The radius of the sphere to emit from
- * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
- * @returns the emitter
- */
- createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
- /**
- * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
- * @param radius The radius of the sphere to emit from
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
- * @returns the emitter
- */
- createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
- /**
- * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
- * @param radius The radius of the emission cylinder
- * @param height The height of the emission cylinder
- * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
- * @param directionRandomizer How much to randomize the particle direction [0-1]
- * @returns the emitter
- */
- createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
- /**
- * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
- * @param radius The radius of the cylinder to emit from
- * @param height The height of the emission cylinder
- * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
- * @returns the emitter
- */
- createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): CylinderDirectedParticleEmitter;
- /**
- * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
- * @param radius The radius of the cone to emit from
- * @param angle The base angle of the cone
- * @returns the emitter
- */
- createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
- /**
- * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
- * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
- * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
- * @returns the emitter
- */
- createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
- /**
- * Get hosting scene
- * @returns the scene
- */
- getScene(): Nullable<Scene>;
- }
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