Engine API Reference - v2.6.1
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    Class ParticleSystemComponent

    Used to simulate particles and produce renderable particle mesh on either CPU or GPU. GPU simulation is generally much faster than its CPU counterpart, because it avoids slow CPU-GPU synchronization and takes advantage of many GPU cores. However, it requires client to support reasonable uniform count, reading from multiple textures in vertex shader and OES_texture_float extension, including rendering into float textures. Most mobile devices fail to satisfy these requirements, so it's not recommended to simulate thousands of particles on them. GPU version also can't sort particles, so enabling sorting forces CPU mode too. Particle rotation is specified by a single angle parameter: default billboard particles rotate around camera facing axis, while mesh particles rotate around 2 different view-independent axes. Most of the simulation parameters are specified with Curve or CurveSet. Curves are interpolated based on each particle's lifetime, therefore parameters are able to change over time. Most of the curve parameters can also be specified by 2 minimum/maximum curves, this way each particle will pick a random value in-between.

    Hierarchy (View Summary)

    Index

    Properties

    entity: Entity

    The Entity that this Component is attached to.

    The ComponentSystem used to create this Component.

    Accessors

    • get animNumAnimations(): number

      Gets the number of sprite sheet animations contained within the current sprite sheet.

      Returns number

    • set animNumAnimations(arg: number): void

      Sets the number of sprite sheet animations contained within the current sprite sheet. The number of animations multiplied by number of frames should be a value less than animTilesX multiplied by animTilesY.

      Parameters

      • arg: number

      Returns void

    • get depthSoftening(): number

      Gets whether depth softening is enabled.

      Returns number

    • set depthSoftening(arg: number): void

      Sets whether depth softening is enabled. Controls fading of particles near their intersections with scene geometry. This effect, when it's non-zero, requires scene depth map to be rendered. Multiple depth-dependent effects can share the same map, but if you only use it for particles, bear in mind that it can double engine draw calls.

      Parameters

      • arg: number

      Returns void

    • get stretch(): number

      Gets how much particles are stretched in their direction of motion.

      Returns number

    • set stretch(arg: number): void

      Sets how much particles are stretched in their direction of motion. This is a value in world units that controls the amount by which particles are stretched based on their velocity. Particles are stretched from their center towards their previous position.

      Parameters

      • arg: number

      Returns void

    Methods

    • Fire an event, all additional arguments are passed on to the event listener.

      Parameters

      • name: string

        Name of event to fire.

      • Optionalarg1: any

        First argument that is passed to the event handler.

      • Optionalarg2: any

        Second argument that is passed to the event handler.

      • Optionalarg3: any

        Third argument that is passed to the event handler.

      • Optionalarg4: any

        Fourth argument that is passed to the event handler.

      • Optionalarg5: any

        Fifth argument that is passed to the event handler.

      • Optionalarg6: any

        Sixth argument that is passed to the event handler.

      • Optionalarg7: any

        Seventh argument that is passed to the event handler.

      • Optionalarg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      obj.fire('test', 'This is the message');
      
    • Test if there are any handlers bound to an event name.

      Parameters

      • name: string

        The name of the event to test.

      Returns boolean

      True if the object has handlers bound to the specified event name.

      obj.on('test', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

      Parameters

      • Optionalname: string

        Name of the event to unbind.

      • Optionalcallback: HandleEventCallback

        Function to be unbound.

      • Optionalscope: any

        Scope that was used as the this when the event is fired.

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      obj.on('test', handler);

      obj.off(); // Removes all events
      obj.off('test'); // Removes all events called 'test'
      obj.off('test', handler); // Removes all handler functions, called 'test'
      obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
    • Attach an event handler to an event.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      Can be used for removing event in the future.

      obj.on('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (a, b) => {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Attach an event handler to an event. This handler will be removed after being fired once.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      • can be used for removing event in the future.
      obj.once('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      obj.fire('test', 1, 2); // not going to get handled