module BABYLON { /** * 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; /** * 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; /** * 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; /** * 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 the sprite cell width to use */ spriteCellWidth: number; /** * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use */ spriteCellHeight: number; /** 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; /** 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. * Only BABYLON.AbstractMesh.BILLBOARDMODE_ALL and AbstractMesh.BILLBOARDMODE_Y are supported so far */ billboardMode: number; /** * 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 * @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; /** * Is this system ready to be used/rendered * @return true if the system is ready */ isReady(): boolean; /** * Adds a new color gradient * @param gradient defines the gradient to use (between 0 and 1) * @param color 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 udpate this list * @returns the list of color gradients */ getColorGradients(): Nullable>; /** * Gets the current list of size gradients. * You must use addSizeGradient and removeSizeGradient to udpate this list * @returns the list of size gradients */ getSizeGradients(): Nullable>; /** * Gets the current list of angular speed gradients. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list * @returns the list of angular speed gradients */ getAngularSpeedGradients(): Nullable>; /** * Adds a new angular speed 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 */ 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 udpate this list * @returns the list of velocity gradients */ getVelocityGradients(): Nullable>; /** * Adds a new velocity 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 */ 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; } }