Class ComponentParticleSystem

Attaches a ParticleSystem to the node. Works in conjunction with ComponentMesh and ComponentMaterial to create a shader particle system. Additionally a ComponentFaceCamera can be attached to make the particles face the camera.

Author

Jonas Plotzky, HFU, 2022

Hierarchy (view full)

Constructors

Properties

blendMode: BLEND
depthMask: boolean

When disabled try enabling ComponentMaterial.sortForAlpha

duration: number
particleSystem: ParticleSystem
baseClass: typeof Component = Component

refers back to this class from any subclass e.g. in order to find compatible other resources

iSubclass: number = ...

subclasses get a iSubclass number for identification

subclasses: typeof Component[] = []

list of all the subclasses derived from this class, if they registered properly

Accessors

  • get isSingleton(): boolean
  • Is true, when only one instance of the component class can be attached to a node

    Returns boolean

  • get type(): string
  • Retrieves the type of this mutable subclass as the name of the runtime class

    Returns string

    The type of the mutable

Methods

  • Collect applicable attributes of the instance and copies of their values in a Mutator-object. By default, a mutator cannot be extended, since extensions are not available in the object the mutator belongs to. A mutator may be reduced by the descendants of Mutable to contain only the properties needed.

    Parameters

    • _extendable: boolean = false

    Returns Mutator

  • Updates the attribute values of the instance according to the state of the mutator. The mutation may be restricted to a subset of the mutator and the event dispatching suppressed. Uses mutateBase, but can be overwritten in subclasses

    Parameters

    • _mutator: Mutator
    • _selection: string[] = null
    • _dispatchMutate: boolean = true

    Returns Promise<void>