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This represents a particle system in Babylon. Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust. Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.

example

https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro

Hierarchy

Implements

Index

Constructors

Properties

Accessors

Methods

Constructors

  • Instantiates a particle system. Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.

    Parameters

    • name: string

      The name of the particle system

    • capacity: number

      The max number of particles alive at the same time

    • sceneOrEngine: Scene | ThinEngine

      The scene the particle system belongs to or the engine to use if no scene

    • Optional customEffect: Nullable<Effect>

      a custom effect used to change the way particles are rendered by default

    • Optional isAnimationSheetEnabled: boolean

      Must be true if using a spritesheet to animate the particles texture

    • Optional epsilon: number

      Offset used to render the particles

    Returns ParticleSystem

Properties

activeSubSystems: ParticleSystem[]

The current active Sub-systems, this property is used by the root particle system only.

animations: Animation[]

List of animations used by the particle system.

beginAnimationFrom: number

Gets or sets the frame to start the animation from when beginAnimationOnStart is true

beginAnimationLoop: boolean

Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true

beginAnimationOnStart: boolean

Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called

beginAnimationTo: number

Gets or sets the frame to end the animation on when beginAnimationOnStart is true

blendMode: number

Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.

clipPlane: Nullable<Plane>

Gets or sets the active clipplane 1

clipPlane2: Nullable<Plane>

Gets or sets the active clipplane 2

clipPlane3: Nullable<Plane>

Gets or sets the active clipplane 3

clipPlane4: Nullable<Plane>

Gets or sets the active clipplane 4

clipPlane5: Nullable<Plane>

Gets or sets the active clipplane 5

clipPlane6: Nullable<Plane>

Gets or sets the active clipplane 6

color1: Color4

Random color of each particle after it has been emitted, between color1 and color2 vectors

color2: Color4

Random color of each particle after it has been emitted, between color1 and color2 vectors

colorDead: Color4

Color the particle will have at the end of its lifetime

customShader: any

This can help using your own shader to render the particle system. The according effect will be created

defaultProjectionMatrix: Matrix

Gets or sets a matrix to use to compute projection

defaultViewMatrix: Matrix

Gets or sets a matrix to use to compute view

disposeOnStop: boolean

Specifies whether the particle system will be disposed once it reaches the end of the animation.

emitRate: number

The maximum number of particles to emit per frame

The emitter represents the Mesh or position we are attaching the particle system to.

endSpriteCellID: number

If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display

forceDepthWrite: boolean

Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls to override the particles.

gravity: Vector3

You can use gravity if you want to give an orientation to your particles.

id: string

The id of the Particle system.

isGPU: false = false

Indicates that the particle system is CPU based

isLocal: boolean

Specifies if the particles are updated in emitter local space or world space

layerMask: number

The layer mask we are rendering the particles through.

limitVelocityDamping: number

Gets or sets a value indicating the damping to apply if the limit velocity factor is reached

manualEmitCount: number

If you want to launch only a few particles at once, that can be done, as well.

maxAngularSpeed: number

Maximum angular speed of emitting particles (Z-axis rotation for each particle).

maxEmitPower: number

Maximum power of emitting particles.

maxInitialRotation: number

Gets or sets the maximal initial rotation in radians.

maxLifeTime: number

Maximum life time of emitting particles.

maxScaleX: number

Maximum scale of emitting particles on X axis.

maxScaleY: number

Maximum scale of emitting particles on Y axis.

maxSize: number

Maximum Size of emitting particles.

minAngularSpeed: number

Minimum angular speed of emitting particles (Z-axis rotation for each particle).

minEmitPower: number

Minimum power of emitting particles.

minInitialRotation: number

Gets or sets the minimal initial rotation in radians.

minLifeTime: number

Minimum life time of emitting particles.

minScaleX: number

Minimum scale of emitting particles on X axis.

minScaleY: number

Minimum scale of emitting particles on Y axis.

minSize: number

Minimum Size of emitting particles.

name: string

The friendly name of the Particle system.

noiseStrength: Vector3

Gets or sets the strength to apply to the noise value (default is (10, 10, 10))

onAnimationEnd: Nullable<(() => void)>

Callback triggered when the particle animation is ending.

onDisposeObservable: Observable<IParticleSystem>

An event triggered when the system is disposed

onStoppedObservable: Observable<IParticleSystem>

An event triggered when the system is stopped

particleEmitterType: IParticleEmitterType

The particle emitter type defines the emitter used by the particle system. It can be for example box, sphere, or cone...

particleTexture: Nullable<BaseTexture>

The texture used to render each particle. (this can be a spritesheet)

preWarmCycles: number

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

preWarmStepOffset: number

Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)

preventAutoStart: boolean

By default particle system starts as soon as they are created. This prevents the automatic start to happen and let you decide when to start emitting particles.

recycleParticle: ((particle: Particle) => void)

Type declaration

    • "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list. Its lifetime will start back at 0.

      Parameters

      Returns void

renderingGroupId: number

The rendering group used by the Particle system to chose when to render.

snippetId: string

Snippet ID if the particle system was created from the snippet server

spriteCellChangeSpeed: 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)

spriteCellHeight: number

If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use

spriteCellLoop: boolean

If using a spritesheet (isAnimationSheetEnabled), defines wether the sprite animation is looping

spriteCellWidth: number

If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use

spriteRandomStartCell: boolean

This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID

startDelay: number

Defines the delay in milliseconds before starting the system (0 by default)

startDirectionFunction: ((worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void)

Type declaration

    • This function can be defined to specify initial direction for every new particle. It by default use the emitterType defined function

      Parameters

      Returns void

startPositionFunction: ((worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void)

Type declaration

    • This function can be defined to specify initial position for every new particle. It by default use the emitterType defined function

      Parameters

      Returns void

startSpriteCellID: number

If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display

subEmitters: (ParticleSystem | SubEmitter | SubEmitter[])[]

The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only. When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])

targetStopDuration: number

The amount of time the particle system is running (depends of the overall update speed).

textureMask: Color4

An optional mask to filter some colors out of the texture, or filter a part of the alpha channel

translationPivot: Vector2

Gets or sets a Vector2 used to move the pivot (by default (0,0))

uniqueId: number

Gets or sets the unique id of the particle system

updateFunction: ((particles: Particle[]) => void)

Type declaration

    • This function can be defined to provide custom update for active particles. This function will be called instead of regular update (age, position, color, etc.). Do not forget that this function will be called on every frame so try to keep it simple and fast :)

      Parameters

      Returns void

updateInAnimate: true = true

Indicates that the update of particles is done in the animate function

updateSpeed: number

The overall motion speed (0.01 is default update speed, faster updates = faster animation)

worldOffset: Vector3

Gets or sets a world offset applied to all particles

BILLBOARDMODE_ALL: 7 = 7

Billboard mode will apply to all axes

BILLBOARDMODE_STRETCHED: 8 = 8

Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction

BILLBOARDMODE_STRETCHED_LOCAL: 9 = 9

Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission

BILLBOARDMODE_Y: 2 = 2

Billboard mode will only apply to Y axis

BLENDMODE_ADD: number

Add current color and particle color multiplied by particle’s alpha

BLENDMODE_MULTIPLY: number

Multiply current color with particle color

BLENDMODE_MULTIPLYADD: number

Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha

BLENDMODE_ONEONE: number

Source color is added to the destination color without alpha affecting the result

BLENDMODE_STANDARD: number

Blend current color and particle color using particle’s alpha

Accessors

  • get billboardMode(): number
  • set billboardMode(value: number): void
  • Gets or sets the billboard mode to use when isBillboardBased = true. Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED

    Returns number

  • Gets or sets the billboard mode to use when isBillboardBased = true. Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED

    Parameters

    • value: number

    Returns void

  • Random direction of each particle after it has been emitted, between direction1 and direction2 vectors. This only works when particleEmitterTyps is a BoxParticleEmitter

    Returns Vector3

  • Random direction of each particle after it has been emitted, between direction1 and direction2 vectors. This only works when particleEmitterTyps is a BoxParticleEmitter

    Parameters

    Returns void

  • Random direction of each particle after it has been emitted, between direction1 and direction2 vectors. This only works when particleEmitterTyps is a BoxParticleEmitter

    Returns Vector3

  • Random direction of each particle after it has been emitted, between direction1 and direction2 vectors. This only works when particleEmitterTyps is a BoxParticleEmitter

    Parameters

    Returns void

  • Gets the image processing configuration used either in this material.

    Returns Nullable<ImageProcessingConfiguration>

  • Sets the Default image processing configuration used either in the this material.

    If sets to null, the scene one is in use.

    Parameters

    Returns void

  • Gets the index buffer used by the particle system (or null if no index buffer is used (if _useInstancing=true))

    Returns Nullable<DataBuffer>

  • get isAnimationSheetEnabled(): boolean
  • set isAnimationSheetEnabled(value: boolean): void
  • Gets or sets whether an animation sprite sheet is enabled or not on the particle system

    Returns boolean

  • Gets or sets whether an animation sprite sheet is enabled or not on the particle system

    Parameters

    • value: boolean

    Returns void

  • get isBillboardBased(): boolean
  • set isBillboardBased(value: boolean): void
  • Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction

    Returns boolean

  • Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction

    Parameters

    • value: boolean

    Returns void

  • Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so. This only works when particleEmitterTyps is a BoxParticleEmitter

    Returns Vector3

  • Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so. This only works when particleEmitterTyps is a BoxParticleEmitter

    Parameters

    Returns void

  • Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so. This only works when particleEmitterTyps is a BoxParticleEmitter

    Returns Vector3

  • Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so. This only works when particleEmitterTyps is a BoxParticleEmitter

    Parameters

    Returns void

  • set onDispose(callback: (() => void)): void
  • Sets a callback that will be triggered when the system is disposed

    Parameters

    • callback: (() => void)
        • (): void
        • Returns void

    Returns void

  • Gets the current list of active particles

    Returns Particle[]

  • get useLogarithmicDepth(): boolean
  • set useLogarithmicDepth(value: boolean): void
  • Gets or sets a boolean enabling the use of logarithmic depth buffers, which is good for wide depth buffers.

    Returns boolean

  • Gets or sets a boolean enabling the use of logarithmic depth buffers, which is good for wide depth buffers.

    Parameters

    • value: boolean

    Returns void

  • get useRampGradients(): boolean
  • set useRampGradients(value: boolean): void
  • get vertexShaderName(): string

Methods

  • addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem
  • Adds a new alpha remap gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • min: number

      defines the alpha remap minimal range

    • max: number

      defines the alpha remap maximal range

    Returns IParticleSystem

    the current particle system

  • addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new angular speed gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the angular speed to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

  • Adds a new color gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • color1: Color4

      defines the color to affect to the specified gradient

    • Optional color2: Color4

      defines an additional color used to define a range ([color, color2]) with main color to pick the final color from

    Returns IParticleSystem

    this particle system

  • addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem
  • Adds a new color remap gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • min: number

      defines the color remap minimal range

    • max: number

      defines the color remap maximal range

    Returns IParticleSystem

    the current particle system

  • addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new drag gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the drag value to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

  • addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the emit rate value to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

  • addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new life time gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the life time factor to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

  • addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new limit velocity gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the limit velocity value to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

  • Adds a new ramp gradient used to remap particle colors

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • color: Color3

      defines the color to affect to the specified gradient

    Returns ParticleSystem

    the current particle system

  • addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new size gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the size factor to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

  • addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the start size value to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

  • addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem
  • Adds a new velocity gradient

    Parameters

    • gradient: number

      defines the gradient to use (between 0 and 1)

    • factor: number

      defines the velocity to affect to the specified gradient

    • Optional factor2: number

      defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from

    Returns IParticleSystem

    the current particle system

  • animate(preWarmOnly?: boolean): void
  • Animates the particle system for the current frame by emitting new particles and or animating the living ones.

    Parameters

    • Optional preWarmOnly: boolean

      will prevent the system from updating the vertex buffer (default is false)

    Returns void

  • clone(name: string, newEmitter: any, cloneTexture?: boolean): ParticleSystem
  • Clones the particle system.

    Parameters

    • name: string

      The name of the cloned object

    • newEmitter: any

      The new emitter to use

    • Optional cloneTexture: boolean

      Also clone the textures if true

    Returns ParticleSystem

    the cloned particle system

  • Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)

    Parameters

    • direction1: Vector3

      Particles are emitted between the direction1 and direction2 from within the box

    • direction2: Vector3

      Particles are emitted between the direction1 and direction2 from within the box

    • minEmitBox: Vector3

      Particles are emitted from the box between minEmitBox and maxEmitBox

    • maxEmitBox: Vector3

      Particles are emitted from the box between minEmitBox and maxEmitBox

    Returns BoxParticleEmitter

    the emitter

  • createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter
  • Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)

    Parameters

    • Optional radius: number

      The radius of the emission cylinder

    • Optional height: number

      The height of the emission cylinder

    • Optional radiusRange: number

      The range of emission [0-1] 0 Surface only, 1 Entire Radius

    • Optional directionRandomizer: number

      How much to randomize the particle direction [0-1]

    Returns CylinderParticleEmitter

    the emitter

  • Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)

    Parameters

    • Optional radius: number

      The radius of the cylinder to emit from

    • Optional height: number

      The height of the emission cylinder

    • Optional radiusRange: number

      the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)

    • Optional direction1: Vector3

      Particles are emitted between the direction1 and direction2 from within the cylinder

    • Optional direction2: Vector3

      Particles are emitted between the direction1 and direction2 from within the cylinder

    Returns CylinderDirectedParticleEmitter

    the emitter

  • dispose(disposeTexture?: boolean): void
  • Disposes the particle system and free the associated resources

    Parameters

    • Optional disposeTexture: boolean

      defines if the particle texture must be disposed as well (true by default)

    Returns void

  • fillDefines(defines: string[], blendMode: number): void
  • Fill the defines array according to the current settings of the particle system

    Parameters

    • defines: string[]

      Array to be updated

    • blendMode: number

      blend mode to take into account when updating the array

    Returns void

  • fillUniformsAttributesAndSamplerNames(uniforms: string[], attributes: string[], samplers: string[]): void
  • Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system

    Parameters

    • uniforms: string[]

      Uniforms array to fill

    • attributes: string[]

      Attributes array to fill

    • samplers: string[]

      Samplers array to fill

    Returns void

  • forceRefreshGradients(): void
  • getActiveCount(): number
  • Gets the number of particles active at the same time.

    Returns number

    The number of active particles.

  • getCapacity(): number
  • Gets the maximum number of particles active at the same time.

    Returns number

    The max number of active particles.

  • getClassName(): string
  • Returns the string "ParticleSystem"

    Returns string

    a string containing the class name

  • Gets the custom effect used to render the particles

    Parameters

    • Optional blendMode: number

      Blend mode for which the effect should be retrieved

    Returns Nullable<Effect>

    The effect

  • Gets the current list of ramp gradients. You must use addRampGradient and removeRampGradient to update this list

    Returns Nullable<Color3Gradient[]>

    the list of ramp gradients

  • isAlive(): boolean
  • Gets whether there are still active particles in the system.

    Returns boolean

    True if it is alive, otherwise false.

  • isReady(): boolean
  • Is this system ready to be used/rendered

    Returns boolean

    true if the system is ready

  • isStarted(): boolean
  • Gets if the system has been started. (Note: this will still be true after stop is called)

    Returns boolean

    True if it has been started, otherwise false.

  • isStopping(): boolean
  • Gets a boolean indicating that the system is stopping

    Returns boolean

    true if the system is currently stopping

  • rebuild(): void
  • Rebuilds the particle system.

    Returns void

  • Remove a specific alpha remap gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

  • Remove a specific color remap gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns IParticleSystem

    the current particle system

  • Remove a specific ramp gradient

    Parameters

    • gradient: number

      defines the gradient to remove

    Returns ParticleSystem

    the current particle system

  • render(): number
  • Renders the particle system in its current state.

    Returns number

    the current number of particles

  • reset(): void
  • Remove all active particles

    Returns void

  • resetDrawCache(): void
  • Resets the draw wrappers cache

    Returns void

  • serialize(serializeTexture?: boolean): any
  • Serializes the particle system to a JSON object

    Parameters

    • Optional serializeTexture: boolean

      defines if the texture must be serialized as well

    Returns any

    the JSON object

  • Sets the custom effect used to render the particles

    Parameters

    • effect: Nullable<Effect>

      The effect to set

    • Optional blendMode: number

      Blend mode for which the effect should be set

    Returns void

  • start(delay?: number): void
  • Starts the particle system and begins to emit

    Parameters

    • Optional delay: number

      defines the delay in milliseconds before starting the system (this.startDelay by default)

    Returns void

  • stop(stopSubEmitters?: boolean): void
  • Stops the particle system.

    Parameters

    • Optional stopSubEmitters: boolean

      if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.

    Returns void

  • Parses a JSON object to create a particle system.

    Parameters

    • parsedParticleSystem: any

      The JSON object to parse

    • sceneOrEngine: Scene | ThinEngine

      The scene or the engine to create the particle system in

    • rootUrl: string

      The root url to use to load external dependencies like texture

    • Optional doNotStart: boolean

      Ignore the preventAutoStart attribute and does not start

    • Optional capacity: number

      defines the system capacity (if null or undefined the sotred capacity will be used)

    Returns ParticleSystem

    the Parsed particle system

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