123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259 |
- 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 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<AbstractMesh | Vector3>;
- /**
- * 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<Texture>;
-
- /**
- * 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<IParticleEmitterType>;
- /**
- * 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;
- /**
- * 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<IParticleSystem>;
- /**
- * 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;
- /**
- * 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
- */
- addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
- /**
- * Remove a specific color gradient
- * @param gradient defines the gradient to remove
- */
- 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
- */
- addSizeGradient(gradient: number, factor: number): IParticleSystem;
- /**
- * Remove a specific size gradient
- * @param gradient defines the gradient to remove
- */
- 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<Array<ColorGradient>>;
- /**
- * 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<Array<FactorGradient>>;
- }
- }
|