|
@@ -25948,6 +25948,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
|
|
|
private _isVisibilityBoxLocked;
|
|
|
private _alwaysVisible;
|
|
|
private _depthSort;
|
|
|
+ private _expandable;
|
|
|
private _shapeCounter;
|
|
|
private _copy;
|
|
|
private _color;
|
|
@@ -25969,6 +25970,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
|
|
|
* * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
|
|
|
* * isPickable (optional boolean, default false) : if the solid particles must be pickable.
|
|
|
* * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
|
|
|
+ * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
|
|
|
* * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
|
|
|
* * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
|
|
|
* * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
|
|
@@ -25981,6 +25983,7 @@ declare module "babylonjs/Particles/solidParticleSystem" {
|
|
|
particleIntersection?: boolean;
|
|
|
boundingSphereOnly?: boolean;
|
|
|
bSphereRadiusFactor?: number;
|
|
|
+ expandable?: boolean;
|
|
|
});
|
|
|
/**
|
|
|
* Builds the SPS underlying mesh. Returns a standard Mesh.
|
|
@@ -26131,6 +26134,11 @@ declare module "babylonjs/Particles/solidParticleSystem" {
|
|
|
*/
|
|
|
depthSortParticles: boolean;
|
|
|
/**
|
|
|
+ * Gets if the SPS is created as expandable at construction time.
|
|
|
+ * Default : `false`
|
|
|
+ */
|
|
|
+ readonly expandable: boolean;
|
|
|
+ /**
|
|
|
* This function does nothing. It may be overwritten to set all the particle first values.
|
|
|
* The SPS doesn't call this function, you may have to call it by your own.
|
|
|
* doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
|
|
@@ -92024,6 +92032,7 @@ declare module BABYLON {
|
|
|
private _isVisibilityBoxLocked;
|
|
|
private _alwaysVisible;
|
|
|
private _depthSort;
|
|
|
+ private _expandable;
|
|
|
private _shapeCounter;
|
|
|
private _copy;
|
|
|
private _color;
|
|
@@ -92045,6 +92054,7 @@ declare module BABYLON {
|
|
|
* * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
|
|
|
* * isPickable (optional boolean, default false) : if the solid particles must be pickable.
|
|
|
* * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
|
|
|
+ * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
|
|
|
* * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
|
|
|
* * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
|
|
|
* * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
|
|
@@ -92057,6 +92067,7 @@ declare module BABYLON {
|
|
|
particleIntersection?: boolean;
|
|
|
boundingSphereOnly?: boolean;
|
|
|
bSphereRadiusFactor?: number;
|
|
|
+ expandable?: boolean;
|
|
|
});
|
|
|
/**
|
|
|
* Builds the SPS underlying mesh. Returns a standard Mesh.
|
|
@@ -92207,6 +92218,11 @@ declare module BABYLON {
|
|
|
*/
|
|
|
depthSortParticles: boolean;
|
|
|
/**
|
|
|
+ * Gets if the SPS is created as expandable at construction time.
|
|
|
+ * Default : `false`
|
|
|
+ */
|
|
|
+ readonly expandable: boolean;
|
|
|
+ /**
|
|
|
* This function does nothing. It may be overwritten to set all the particle first values.
|
|
|
* The SPS doesn't call this function, you may have to call it by your own.
|
|
|
* doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
|