babylon.IParticleSystem.ts 8.8 KB

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  1. module BABYLON {
  2. /**
  3. * Interface representing a particle system in Babylon.
  4. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  5. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  6. */
  7. export interface IParticleSystem {
  8. /**
  9. * List of animations used by the particle system.
  10. */
  11. animations: Animation[];
  12. /**
  13. * The id of the Particle system.
  14. */
  15. id: string;
  16. /**
  17. * The name of the Particle system.
  18. */
  19. name: string;
  20. /**
  21. * The emitter represents the Mesh or position we are attaching the particle system to.
  22. */
  23. emitter: Nullable<AbstractMesh | Vector3>;
  24. /**
  25. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  26. */
  27. isBillboardBased: boolean;
  28. /**
  29. * The rendering group used by the Particle system to chose when to render.
  30. */
  31. renderingGroupId: number;
  32. /**
  33. * The layer mask we are rendering the particles through.
  34. */
  35. layerMask: number;
  36. /**
  37. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  38. */
  39. updateSpeed: number;
  40. /**
  41. * The amount of time the particle system is running (depends of the overall update speed).
  42. */
  43. targetStopDuration: number;
  44. /**
  45. * The texture used to render each particle. (this can be a spritesheet)
  46. */
  47. particleTexture: Nullable<Texture>;
  48. /**
  49. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  50. */
  51. blendMode: number;
  52. /**
  53. * Minimum life time of emitting particles.
  54. */
  55. minLifeTime: number;
  56. /**
  57. * Maximum life time of emitting particles.
  58. */
  59. maxLifeTime: number;
  60. /**
  61. * Minimum Size of emitting particles.
  62. */
  63. minSize: number;
  64. /**
  65. * Maximum Size of emitting particles.
  66. */
  67. maxSize: number;
  68. /**
  69. * Minimum scale of emitting particles on X axis.
  70. */
  71. minScaleX: number;
  72. /**
  73. * Maximum scale of emitting particles on X axis.
  74. */
  75. maxScaleX: number;
  76. /**
  77. * Minimum scale of emitting particles on Y axis.
  78. */
  79. minScaleY: number;
  80. /**
  81. * Maximum scale of emitting particles on Y axis.
  82. */
  83. maxScaleY: number;
  84. /**
  85. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86. */
  87. color1: Color4;
  88. /**
  89. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  90. */
  91. color2: Color4;
  92. /**
  93. * Color the particle will have at the end of its lifetime.
  94. */
  95. colorDead: Color4;
  96. /**
  97. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  98. */
  99. emitRate: number;
  100. /**
  101. * You can use gravity if you want to give an orientation to your particles.
  102. */
  103. gravity: Vector3;
  104. /**
  105. * Minimum power of emitting particles.
  106. */
  107. minEmitPower: number;
  108. /**
  109. * Maximum power of emitting particles.
  110. */
  111. maxEmitPower: number;
  112. /**
  113. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  114. */
  115. minAngularSpeed: number;
  116. /**
  117. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  118. */
  119. maxAngularSpeed: number;
  120. /**
  121. * Gets or sets the minimal initial rotation in radians.
  122. */
  123. minInitialRotation: number;
  124. /**
  125. * Gets or sets the maximal initial rotation in radians.
  126. */
  127. maxInitialRotation: number;
  128. /**
  129. * The particle emitter type defines the emitter used by the particle system.
  130. * It can be for example box, sphere, or cone...
  131. */
  132. particleEmitterType: Nullable<IParticleEmitterType>;
  133. /**
  134. * 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
  135. */
  136. preWarmCycles: number;
  137. /**
  138. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  139. */
  140. preWarmStepOffset: number;
  141. /**
  142. * Gets the maximum number of particles active at the same time.
  143. * @returns The max number of active particles.
  144. */
  145. getCapacity(): number;
  146. /**
  147. * Gets Wether the system has been started.
  148. * @returns True if it has been started, otherwise false.
  149. */
  150. isStarted(): boolean;
  151. /**
  152. * Gets if the particle system has been started.
  153. * @return true if the system has been started, otherwise false.
  154. */
  155. isStarted(): boolean;
  156. /**
  157. * Animates the particle system for this frame.
  158. */
  159. animate(): void;
  160. /**
  161. * Renders the particle system in its current state.
  162. * @returns the current number of particles
  163. */
  164. render(): number;
  165. /**
  166. * Dispose the particle system and frees its associated resources.
  167. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  168. */
  169. dispose(disposeTexture?: boolean): void;
  170. /**
  171. * Clones the particle system.
  172. * @param name The name of the cloned object
  173. * @param newEmitter The new emitter to use
  174. * @returns the cloned particle system
  175. */
  176. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  177. /**
  178. * Serializes the particle system to a JSON object.
  179. * @returns the JSON object
  180. */
  181. serialize(): any;
  182. /**
  183. * Rebuild the particle system
  184. */
  185. rebuild(): void;
  186. /**
  187. * Starts the particle system and begins to emit.
  188. */
  189. start(): void;
  190. /**
  191. * Stops the particle system.
  192. */
  193. stop(): void;
  194. /**
  195. * Remove all active particles
  196. */
  197. reset(): void;
  198. /**
  199. * Is this system ready to be used/rendered
  200. * @return true if the system is ready
  201. */
  202. isReady(): boolean;
  203. /**
  204. * Adds a new color gradient
  205. * @param gradient defines the gradient to use (between 0 and 1)
  206. * @param color defines the color to affect to the specified gradient
  207. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  208. */
  209. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  210. /**
  211. * Remove a specific color gradient
  212. * @param gradient defines the gradient to remove
  213. */
  214. removeColorGradient(gradient: number): IParticleSystem;
  215. /**
  216. * Adds a new size gradient
  217. * @param gradient defines the gradient to use (between 0 and 1)
  218. * @param factor defines the size factor to affect to the specified gradient
  219. */
  220. addSizeGradient(gradient: number, factor: number): IParticleSystem;
  221. /**
  222. * Remove a specific size gradient
  223. * @param gradient defines the gradient to remove
  224. */
  225. removeSizeGradient(gradient: number): IParticleSystem;
  226. /**
  227. * Gets the current list of color gradients.
  228. * You must use addColorGradient and removeColorGradient to udpate this list
  229. * @returns the list of color gradients
  230. */
  231. getColorGradients(): Nullable<Array<ColorGradient>>;
  232. /**
  233. * Gets the current list of size gradients.
  234. * You must use addSizeGradient and removeSizeGradient to udpate this list
  235. * @returns the list of size gradients
  236. */
  237. getSizeGradients(): Nullable<Array<FactorGradient>>;
  238. }
  239. }