Interface IParticleSystem
Hierarchy
- IParticleSystem
Implemented by
Index
Properties
- animations
- begin
Animation From - begin
Animation Loop - begin
Animation OnStart - begin
Animation To - billboard
Mode - blend
Mode - color1
- color2
- color
Dead - default
Projection Matrix - dispose
OnStop - emit
Rate - emitter
- end
Sprite CellID - gravity
- id
- is
Animation Sheet Enabled - is
Billboard Based - is
Local - layer
Mask - limit
Velocity Damping - max
Angular Speed - max
Emit Power - max
Initial Rotation - max
Life Time - max
ScaleX - max
ScaleY - max
Size - min
Angular Speed - min
Emit Power - min
Initial Rotation - min
Life Time - min
ScaleX - min
ScaleY - min
Size - name
- noise
Strength - noise
Texture - on
Before Draw Particles Observable - on
Dispose Observable - on
Stopped Observable - particle
Emitter Type - particle
Texture - pre
Warm Cycles - pre
Warm Step Offset - rendering
Group Id - snippet
Id - sprite
Cell Change Speed - sprite
Cell Height - sprite
Cell Width - sprite
Random Start Cell - start
Delay - start
Sprite CellID - target
Stop Duration - translation
Pivot - update
Speed - use
Ramp Gradients - vertex
Shader Name
Methods
- add
Alpha Remap Gradient - add
Angular Speed Gradient - add
Color Gradient - add
Color Remap Gradient - add
Drag Gradient - add
Emit Rate Gradient - add
Life Time Gradient - add
Limit Velocity Gradient - add
Ramp Gradient - add
Size Gradient - add
Start Size Gradient - add
Velocity Gradient - animate
- clone
- create
Box Emitter - create
Cone Emitter - create
Cylinder Emitter - create
Directed Cylinder Emitter - create
Directed Sphere Emitter - create
Hemispheric Emitter - create
Point Emitter - create
Sphere Emitter - dispose
- fill
Defines - fill
Uniforms Attributes And Sampler Names - force
Refresh Gradients - get
Active Count - get
Alpha Remap Gradients - get
Angular Speed Gradients - get
Capacity - get
Class Name - get
Color Gradients - get
Color Remap Gradients - get
Custom Effect - get
Drag Gradients - get
Emit Rate Gradients - get
Life Time Gradients - get
Limit Velocity Gradients - get
Ramp Gradients - get
Scene - get
Size Gradients - get
Start Size Gradients - get
Velocity Gradients - is
Ready - is
Started - is
Stopping - rebuild
- remove
Angular Speed Gradient - remove
Color Gradient - remove
Drag Gradient - remove
Emit Rate Gradient - remove
Life Time Gradient - remove
Limit Velocity Gradient - remove
Size Gradient - remove
Start Size Gradient - remove
Velocity Gradient - render
- reset
- serialize
- set
Custom Effect - start
- stop
Properties
animationsSearch playground for animations
List of animations used by the particle system.
begin Animation FromSearch playground for beginAnimationFrom
Gets or sets the frame to start the animation from when beginAnimationOnStart is true
begin Animation LoopSearch playground for beginAnimationLoop
Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
begin Animation OnStartSearch playground for beginAnimationOnStart
Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
begin Animation ToSearch playground for beginAnimationTo
Gets or sets the frame to end the animation on when beginAnimationOnStart is true
billboard ModeSearch playground for billboardMode
Gets or sets the billboard mode to use when isBillboardBased = true. Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
blend ModeSearch playground for blendMode
Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
color1Search playground for color1
Random color of each particle after it has been emitted, between color1 and color2 vectors.
color2Search playground for color2
Random color of each particle after it has been emitted, between color1 and color2 vectors.
color DeadSearch playground for colorDead
Color the particle will have at the end of its lifetime.
default Projection MatrixSearch playground for defaultProjectionMatrix
Gets or sets a matrix to use to compute projection
dispose OnStopSearch playground for disposeOnStop
Specifies whether the particle system will be disposed once it reaches the end of the animation.
emit RateSearch playground for emitRate
The maximum number of particles to emit per frame until we reach the activeParticleCount value
emitterSearch playground for emitter
The emitter represents the Mesh or position we are attaching the particle system to.
end Sprite CellIDSearch playground for endSpriteCellID
If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
gravitySearch playground for gravity
You can use gravity if you want to give an orientation to your particles.
idSearch playground for id
The id of the Particle system.
is Animation Sheet EnabledSearch playground for isAnimationSheetEnabled
Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
is Billboard BasedSearch playground for isBillboardBased
Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
is LocalSearch playground for isLocal
Specifies if the particles are updated in emitter local space or world space
layer MaskSearch playground for layerMask
The layer mask we are rendering the particles through.
limit Velocity DampingSearch playground for limitVelocityDamping
Gets or sets a value indicating the damping to apply if the limit velocity factor is reached
max Angular SpeedSearch playground for maxAngularSpeed
Maximum angular speed of emitting particles (Z-axis rotation for each particle).
max Emit PowerSearch playground for maxEmitPower
Maximum power of emitting particles.
max Initial RotationSearch playground for maxInitialRotation
Gets or sets the maximal initial rotation in radians.
max Life TimeSearch playground for maxLifeTime
Maximum life time of emitting particles.
max ScaleXSearch playground for maxScaleX
Maximum scale of emitting particles on X axis.
max ScaleYSearch playground for maxScaleY
Maximum scale of emitting particles on Y axis.
max SizeSearch playground for maxSize
Maximum Size of emitting particles.
min Angular SpeedSearch playground for minAngularSpeed
Minimum angular speed of emitting particles (Z-axis rotation for each particle).
min Emit PowerSearch playground for minEmitPower
Minimum power of emitting particles.
min Initial RotationSearch playground for minInitialRotation
Gets or sets the minimal initial rotation in radians.
min Life TimeSearch playground for minLifeTime
Minimum life time of emitting particles.
min ScaleXSearch playground for minScaleX
Minimum scale of emitting particles on X axis.
min ScaleYSearch playground for minScaleY
Minimum scale of emitting particles on Y axis.
min SizeSearch playground for minSize
Minimum Size of emitting particles.
nameSearch playground for name
The name of the Particle system.
noise StrengthSearch playground for noiseStrength
Gets or sets the strength to apply to the noise value (default is (10, 10, 10))
noise TextureSearch playground for noiseTexture
Gets or sets a texture used to add random noise to particle positions
on Before Draw Particles ObservableSearch playground for onBeforeDrawParticlesObservable
Observable that will be called just before the particles are drawn
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the system is disposed
on Stopped ObservableSearch playground for onStoppedObservable
An event triggered when the system is stopped
particle Emitter TypeSearch playground for particleEmitterType
The particle emitter type defines the emitter used by the particle system. It can be for example box, sphere, or cone...
particle TextureSearch playground for particleTexture
The texture used to render each particle. (this can be a spritesheet)
pre Warm CyclesSearch playground for preWarmCycles
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
pre Warm Step OffsetSearch playground for preWarmStepOffset
Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
rendering Group IdSearch playground for renderingGroupId
The rendering group used by the Particle system to chose when to render.
snippet IdSearch playground for snippetId
Snippet ID if the particle system was created from the snippet server
sprite Cell Change SpeedSearch playground for spriteCellChangeSpeed
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)
sprite Cell HeightSearch playground for spriteCellHeight
If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
sprite Cell WidthSearch playground for spriteCellWidth
If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
sprite Random Start CellSearch playground for spriteRandomStartCell
This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
start DelaySearch playground for startDelay
Defines the delay in milliseconds before starting the system (0 by default)
start Sprite CellIDSearch playground for startSpriteCellID
If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
target Stop DurationSearch playground for targetStopDuration
The amount of time the particle system is running (depends of the overall update speed).
translation PivotSearch playground for translationPivot
Gets or sets a Vector2 used to move the pivot (by default (0,0))
update SpeedSearch playground for updateSpeed
The overall motion speed (0.01 is default update speed, faster updates = faster animation)
use Ramp GradientsSearch playground for useRampGradients
Gets or sets a boolean indicating that ramp gradients must be used
vertex Shader NameSearch playground for vertexShaderName
Gets the name of the particle vertex shader
Methods
add Alpha Remap GradientSearch playground for addAlphaRemapGradient
-
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
-
add Angular Speed GradientSearch playground for addAngularSpeedGradient
-
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
-
add Color GradientSearch playground for addColorGradient
-
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
the current particle system
-
add Color Remap GradientSearch playground for addColorRemapGradient
-
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
-
add Drag GradientSearch playground for addDragGradient
-
Adds a new drag gradient
Parameters
-
gradient: number
defines the gradient to use (between 0 and 1)
-
factor: number
defines the drag 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
-
add Emit Rate GradientSearch playground for addEmitRateGradient
-
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 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
-
add Life Time GradientSearch playground for addLifeTimeGradient
-
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
-
add Limit Velocity GradientSearch playground for addLimitVelocityGradient
-
Adds a new limit velocity gradient
Parameters
-
gradient: number
defines the gradient to use (between 0 and 1)
-
factor: number
defines the limit 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
-
add Ramp GradientSearch playground for addRampGradient
-
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 IParticleSystem
the current particle system
-
add Size GradientSearch playground for addSizeGradient
-
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
-
add Start Size GradientSearch playground for addStartSizeGradient
-
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 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
-
add Velocity GradientSearch playground for addVelocityGradient
-
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
-
animateSearch playground for animate
-
Animates the particle system for this frame.
Returns void
cloneSearch playground for clone
-
Clones the particle system.
Parameters
-
name: string
The name of the cloned object
-
newEmitter: any
The new emitter to use
Returns Nullable<IParticleSystem>
the cloned particle system
-
create Box EmitterSearch playground for createBoxEmitter
-
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
-
create Cone EmitterSearch playground for createConeEmitter
-
Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
Parameters
-
radius: number
The radius of the cone to emit from
-
angle: number
The base angle of the cone
Returns ConeParticleEmitter
the emitter
-
create Cylinder EmitterSearch playground for createCylinderEmitter
-
Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
Parameters
-
radius: number
The radius of the emission cylinder
-
height: number
The height of the emission cylinder
-
radiusRange: number
The range of emission [0-1] 0 Surface only, 1 Entire Radius
-
directionRandomizer: number
How much to randomize the particle direction [0-1]
Returns CylinderParticleEmitter
the emitter
-
create Directed Cylinder EmitterSearch playground for createDirectedCylinderEmitter
-
Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
Parameters
-
radius: number
The radius of the cylinder to emit from
-
height: number
The height of the emission cylinder
-
radiusRange: number
the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
-
direction1: Vector3
Particles are emitted between the direction1 and direction2 from within the cylinder
-
direction2: Vector3
Particles are emitted between the direction1 and direction2 from within the cylinder
Returns SphereDirectedParticleEmitter
the emitter
-
create Directed Sphere EmitterSearch playground for createDirectedSphereEmitter
-
Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
Parameters
-
radius: number
The radius of the sphere to emit from
-
direction1: Vector3
Particles are emitted between the direction1 and direction2 from within the sphere
-
direction2: Vector3
Particles are emitted between the direction1 and direction2 from within the sphere
Returns SphereDirectedParticleEmitter
the emitter
-
create Hemispheric EmitterSearch playground for createHemisphericEmitter
-
Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
Parameters
-
radius: number
The radius of the hemisphere to emit from
-
radiusRange: number
The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
Returns HemisphericParticleEmitter
the emitter
-
create Point EmitterSearch playground for createPointEmitter
-
Creates a Point Emitter for the particle system (emits directly from the emitter position)
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
Returns PointParticleEmitter
the emitter
-
create Sphere EmitterSearch playground for createSphereEmitter
-
Creates a Sphere Emitter for the particle system (emits along the sphere radius)
Parameters
-
radius: number
The radius of the sphere to emit from
-
radiusRange: number
The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
Returns SphereParticleEmitter
the emitter
-
disposeSearch playground for dispose
-
Dispose the particle system and frees its associated resources.
Parameters
-
Optional disposeTexture: boolean
defines if the particule texture must be disposed as well (true by default)
Returns void
-
fill DefinesSearch playground for fillDefines
-
Fill the defines array according to the current settings of the particle system
Parameters
-
defines: Array<string>
Array to be updated
-
blendMode: number
blend mode to take into account when updating the array
Returns void
-
fill Uniforms Attributes And Sampler NamesSearch playground for fillUniformsAttributesAndSamplerNames
-
Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system
Parameters
-
uniforms: Array<string>
Uniforms array to fill
-
attributes: Array<string>
Attributes array to fill
-
samplers: Array<string>
Samplers array to fill
Returns void
-
force Refresh GradientsSearch playground for forceRefreshGradients
-
Force the system to rebuild all gradients that need to be resync
Returns void
get Active CountSearch playground for getActiveCount
-
Gets the number of particles active at the same time.
Returns number
The number of active particles.
get Alpha Remap GradientsSearch playground for getAlphaRemapGradients
-
Gets the current list of alpha remap gradients. You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of alpha remap gradients
get Angular Speed GradientsSearch playground for getAngularSpeedGradients
-
Gets the current list of angular speed gradients. You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of angular speed gradients
get CapacitySearch playground for getCapacity
-
Gets the maximum number of particles active at the same time.
Returns number
The max number of active particles.
get Class NameSearch playground for getClassName
-
Returns the string "ParticleSystem"
Returns string
a string containing the class name
get Color GradientsSearch playground for getColorGradients
-
Gets the current list of color gradients. You must use addColorGradient and removeColorGradient to udpate this list
Returns Nullable<Array<ColorGradient>>
the list of color gradients
-
Gets the current list of color gradients. You must use addColorGradient and removeColorGradient to udpate this list
Returns Nullable<Array<ColorGradient>>
the list of color gradients
get Color Remap GradientsSearch playground for getColorRemapGradients
-
Gets the current list of color remap gradients. You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of color remap gradients
get Custom EffectSearch playground for getCustomEffect
get Drag GradientsSearch playground for getDragGradients
-
Gets the current list of drag gradients. You must use addDragGradient and removeDragGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of drag gradients
get Emit Rate GradientsSearch playground for getEmitRateGradients
-
Gets the current list of emit rate gradients. You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of emit rate gradients
get Life Time GradientsSearch playground for getLifeTimeGradients
-
Gets the current list of life time gradients. You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of life time gradients
get Limit Velocity GradientsSearch playground for getLimitVelocityGradients
-
Gets the current list of limit velocity gradients. You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of limit velocity gradients
get Ramp GradientsSearch playground for getRampGradients
-
Gets the current list of ramp gradients. You must use addRampGradient and removeRampGradient to udpate this list
Returns Nullable<Array<Color3Gradient>>
the list of ramp gradients
get SceneSearch playground for getScene
get Size GradientsSearch playground for getSizeGradients
-
Gets the current list of size gradients. You must use addSizeGradient and removeSizeGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of size gradients
get Start Size GradientsSearch playground for getStartSizeGradients
-
Gets the current list of start size gradients. You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of start size gradients
get Velocity GradientsSearch playground for getVelocityGradients
-
Gets the current list of velocity gradients. You must use addVelocityGradient and removeVelocityGradient to udpate this list
Returns Nullable<Array<FactorGradient>>
the list of velocity gradients
is ReadySearch playground for isReady
-
Is this system ready to be used/rendered
Returns boolean
true if the system is ready
is StartedSearch playground for isStarted
-
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.
is StoppingSearch playground for isStopping
-
Gets a boolean indicating that the system is stopping
Returns boolean
true if the system is currently stopping
rebuildSearch playground for rebuild
-
Rebuild the particle system
Returns void
remove Angular Speed GradientSearch playground for removeAngularSpeedGradient
-
Remove a specific angular speed gradient
Parameters
-
gradient: number
defines the gradient to remove
Returns IParticleSystem
the current particle system
-
remove Color GradientSearch playground for removeColorGradient
-
Remove a specific color gradient
Parameters
-
gradient: number
defines the gradient to remove
Returns IParticleSystem
the current particle system
-
remove Drag GradientSearch playground for removeDragGradient
-
Remove a specific drag gradient
Parameters
-
gradient: number
defines the gradient to remove
Returns IParticleSystem
the current particle system
-
remove Emit Rate GradientSearch playground for removeEmitRateGradient
-
Remove a specific emit rate gradient
Parameters
-
gradient: number
defines the gradient to remove
Returns IParticleSystem
the current particle system
-
remove Life Time GradientSearch playground for removeLifeTimeGradient
-
Remove a specific life time gradient
Parameters
-
gradient: number
defines the gradient to remove
Returns IParticleSystem
the current particle system
-
remove Limit Velocity GradientSearch playground for removeLimitVelocityGradient
-
Remove a specific limit velocity gradient
Parameters
-
gradient: number
defines the gradient to remove
Returns IParticleSystem
the current particle system
-
remove Size GradientSearch playground for removeSizeGradient
-
Remove a specific size gradient
Parameters
-
gradient: number
defines the gradient to remove
Returns IParticleSystem
the current particle system
-
remove Start Size GradientSearch playground for removeStartSizeGradient
-
Remove a specific start size gradient
Parameters
-
gradient: number
defines the gradient to remove
Returns IParticleSystem
the current particle system
-
remove Velocity GradientSearch playground for removeVelocityGradient
-
Remove a specific velocity gradient
Parameters
-
gradient: number
defines the gradient to remove
Returns IParticleSystem
the current particle system
-
renderSearch playground for render
-
Renders the particle system in its current state.
Returns number
the current number of particles
resetSearch playground for reset
-
Remove all active particles
Returns void
serializeSearch playground for serialize
-
Serializes the particle system to a JSON object
Parameters
-
serializeTexture: boolean
defines if the texture must be serialized as well
Returns any
the JSON object
-
set Custom EffectSearch playground for setCustomEffect
startSearch playground for start
-
Starts the particle system and begins to emit
Parameters
-
Optional delay: number
defines the delay in milliseconds before starting the system (0 by default)
Returns void
-
stopSearch playground for stop
-
Stops the particle system.
Returns void
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.