module BABYLON { /** * Interface representing a particle system in Babylon. * 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 (@see Particle) from their emission to their animation and rendering. */ export interface IParticleSystem { /** * 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; /** * 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; /** * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD. */ 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; /** * 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; /** * The particle emitter type defines the emitter used by the particle system. * It can be for example box, sphere, or cone... */ particleEmitterType: Nullable; /** * Gets the maximum number of particles active at the same time. * @returns The max number of active particles. */ getCapacity(): number; /** * Gets Wether the system has been started. * @returns True if it has been started, otherwise false. */ isStarted(): boolean; /** * Gets if the particle system has been started. * @return true if the system 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 particule texture must be disposed as well (true by default) */ dispose(disposeTexture: boolean): void; /** * 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; /** * Serializes the particle system to a JSON object. * @returns the JSON object */ serialize(): any; /** * Rebuild the particle system */ rebuild(): void; /** * Starts the particle system and begins to emit. */ start(): void; /** * Stops the particle system. */ stop(): void; /** * Remove all active particles */ reset(): void; } }