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- import type { Nullable } from "../types";
- import type { Scene } from "../scene";
- import type { Vector3 } from "../Maths/math.vector";
- import type { AbstractMesh } from "../Meshes/abstractMesh";
- import type { IParticleSystem } from "./IParticleSystem";
- import { ParticleSystemSet } from "./particleSystemSet";
- /**
- * This class is made for on one-liner static method to help creating particle system set.
- */
- export declare class ParticleHelper {
- /**
- * Gets or sets base Assets URL
- */
- static BaseAssetsUrl: string;
- /** Define the Url to load snippets */
- static SnippetUrl: string;
- /**
- * Create a default particle system that you can tweak
- * @param emitter defines the emitter to use
- * @param capacity defines the system capacity (default is 500 particles)
- * @param scene defines the hosting scene
- * @param useGPU defines if a GPUParticleSystem must be created (default is false)
- * @returns the new Particle system
- */
- static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
- /**
- * This is the main static method (one-liner) of this helper to create different particle systems
- * @param type This string represents the type to the particle system to create
- * @param scene The scene where the particle system should live
- * @param gpu If the system will use gpu
- * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)
- * @returns the ParticleSystemSet created
- */
- static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean, capacity?: number): Promise<ParticleSystemSet>;
- /**
- * Static function used to export a particle system to a ParticleSystemSet variable.
- * Please note that the emitter shape is not exported
- * @param systems defines the particle systems to export
- * @returns the created particle system set
- */
- static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
- /**
- * Creates a particle system from a snippet saved in a remote file
- * @param name defines the name of the particle system to create (can be null or empty to use the one from the json data)
- * @param url defines the url to load from
- * @param scene defines the hosting scene
- * @param gpu If the system will use gpu
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
- * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)
- * @returns a promise that will resolve to the new particle system
- */
- static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, gpu?: boolean, rootUrl?: string, capacity?: number): Promise<IParticleSystem>;
- /**
- * Creates a particle system from a snippet saved by the particle system editor
- * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)
- * @param scene defines the hosting scene
- * @param gpu If the system will use gpu
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
- * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)
- * @returns a promise that will resolve to the new particle system
- */
- static ParseFromSnippetAsync(snippetId: string, scene: Scene, gpu?: boolean, rootUrl?: string, capacity?: number): Promise<IParticleSystem>;
- /**
- * Creates a particle system from a snippet saved by the particle system editor
- * @deprecated Please use ParseFromSnippetAsync instead
- * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)
- * @param scene defines the hosting scene
- * @param gpu If the system will use gpu
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
- * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)
- * @returns a promise that will resolve to the new particle system
- */
- static CreateFromSnippetAsync: typeof ParticleHelper.ParseFromSnippetAsync;
- }
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