The ParticleSystem component efficiently handles the motion and rendering of many individual particles.

You can add custom behaviours to the particle system to fully customize the behaviour of the particles. See ParticleSystemBaseBehaviour and ParticleSystem.addBehaviour for more information.

Needle Engine uses three.quarks under the hood to handle particles.

Hierarchy (View Summary)

Implements

  • IParticleSystem

Properties

gameObject: GameObject

the object this component is attached to. Note that this is a threejs Object3D with some additional features

guid: string = "invalid"

the unique identifier for this component

sourceId?: string

holds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)

Accessors

  • get activeAndEnabled(): boolean

    Returns boolean

    true if the object is enabled and active in the hierarchy

  • get behaviours(): null | Behavior[]

    Get the underlying three.quarks particle system behaviours. This can be used to fully customize the behaviour of the particles.

    Returns null | Behavior[]

  • get cameraScale(): number

    Returns number

  • get container(): Object3D

    Returns Object3D

  • get context(): Context

    Use the context to get access to many Needle Engine features and use physics, timing, access the camera or scene

    Returns Context

  • set context(context: Context): void

    Parameters

    Returns void

  • get currentParticles(): number

    Returns number

  • get deltaTime(): number

    Returns number

  • get destroyed(): boolean

    Returns boolean

    true if this component was destroyed (this.destroy()) or the whole object this component was part of

  • get duration(): number

    Returns number

  • get enabled(): boolean

    Returns boolean

  • set enabled(val: boolean): void

    Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3

    Forward (0,0,-1) vector in world space

    Returns Vector3

  • get isPlaying(): boolean

    Returns boolean

  • get isSubsystem(): boolean

    Returns boolean

  • get layer(): number

    Returns number

    the layer of the gameObject this component is attached to

  • get localspace(): boolean

    Returns boolean

  • get matrixWorld(): Matrix4

    Returns Matrix4

  • get maxParticles(): number

    Returns number

  • get name(): string

    Returns string

    the name of the gameObject this component is attached to

  • set name(str: string): void

    Parameters

    • str: string

    Returns void

  • get playOnAwake(): boolean

    Returns boolean

  • set playOnAwake(val: boolean): void

    Parameters

    • val: boolean

    Returns void

  • get renderer(): ParticleSystemRenderer

    Returns ParticleSystemRenderer

  • get right(): Vector3

    Right (1,0,0) vector in world space

    Returns Vector3

  • get scale(): number

    Returns number

  • get scene(): Scene

    shorthand for this.context.scene

    Returns Scene

    the scene of the context

  • get static(): boolean

    Is the gameObject marked as static

    Returns boolean

  • set static(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • get tag(): string

    Returns string

    the tag of the gameObject this component is attached to

  • set tag(str: string): void

    Parameters

    • str: string

    Returns void

  • get time(): number

    Returns number

  • get up(): Vector3

    Up (0,1,0) vector in world space

    Returns Vector3

  • get worldEuler(): Euler

    Returns Euler

  • set worldEuler(val: Euler): void

    Parameters

    Returns void

  • get worldPos(): Vector3

    Returns Vector3

  • get worldPosition(): Vector3

    Returns Vector3

  • set worldPosition(val: Vector3): void

    Parameters

    Returns void

  • get worldQuaternion(): Quaternion

    Returns Quaternion

  • get worldQuaternionInverted(): Quaternion

    Returns Quaternion

  • get worldRotation(): Vector3

    Returns Vector3

  • set worldRotation(val: Vector3): void

    Parameters

    Returns void

  • get worldScale(): Vector3

    Returns Vector3

  • get worldspace(): boolean

    Returns boolean

Methods

  • Add a custom quarks behaviour to the particle system.
    You can add a quarks.Behaviour type or derive from ParticleSystemBaseBehaviour

    Parameters

    Returns boolean

    class MyBehaviour extends ParticleSystemBaseBehaviour {
    initialize(particle: Particle) {
    // initialize the particle
    }
    update(particle: Particle, delta: number) {
    // do something with the particle
    }
    }

    const system = gameObject.getComponent(ParticleSystem);
    system.addBehaviour(new MyBehaviour());
  • Appends an event listener for events whose type attribute value is type. The callback argument sets the callback that will be invoked when the event is dispatched.

    The options argument sets listener-specific options. For compatibility this can be a boolean, in which case the method behaves exactly as if the value was specified as options's capture.

    When set to true, options's capture prevents callback from being invoked when the event's eventPhase attribute value is BUBBLING_PHASE. When false (or not present), callback will not be invoked when event's eventPhase attribute value is CAPTURING_PHASE. Either way, callback will be invoked if event's eventPhase attribute value is AT_TARGET.

    When set to true, options's passive indicates that the callback will not cancel the event by invoking preventDefault(). This is used to enable performance optimizations described in § 2.8 Observing event listeners.

    When set to true, options's once indicates that the callback will only be invoked once after which the event listener will be removed.

    If an AbortSignal is passed for options's signal, then the event listener will be removed when signal is aborted.

    The event listener is appended to target's event listener list and is not appended if it has the same type, callback, and capture.

    MDN Reference

    Type Parameters

    Parameters

    • type: string
    • listener: (evt: T) => any

    Returns void

  • Destroys this component (and removes it from the object)

    Returns void

  • Dispatches a synthetic event event to target and returns true if either event's cancelable attribute value is false or its preventDefault() method was not invoked, and false otherwise.

    MDN Reference

    Parameters

    Returns boolean

  • first callback in a frame (called every frame when implemented)

    Returns void

  • Parameters

    • count: number

    Returns void

  • late callback in a frame (called every frame when implemented)

    Returns void

  • Called before the XR session is requested. Use this callback if you want to modify the session init features

    Parameters

    • mode: XRSessionMode
    • args: XRSessionInit

    Returns void

  • called every time the component gets disabled or if a parent object (or this.gameObject) gets set to invisible

    Returns void

  • Called for all scripts when the context gets paused or unpaused

    Parameters

    • isPaused: boolean
    • wasPaused: boolean

    Returns void

  • called when you decorate fields with the @validate() decorator

    Parameters

    • Optionalprop: string

      the name of the field that was changed

    Returns void

  • Callback when a controller is connected/added while in a XR session
    OR when the component joins a running XR session that has already connected controllers
    OR when the component becomes active during a running XR session that has already connected controllers

    Returns void

  • Parameters

    • includeChildren: boolean = true

    Returns void

  • Parameters

    • includeChildren: boolean = false

    Returns void

  • Removes all behaviours from the particle system
    Note: this will also remove the default behaviours like SizeBehaviour, ColorBehaviour etc.

    Returns boolean

  • Removes the event listener in target's event listener list with the same type, callback, and options.

    MDN Reference

    Type Parameters

    Parameters

    • type: string
    • listener: (arg: T) => any

    Returns void

  • remove emitted particles and reset time

    Returns void

  • called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them)

    Parameters

    • guidsMap: GuidsMap

    Returns void

  • Parameters

    • x: number
    • y: number
    • z: number

    Returns void

  • Parameters

    • x: number
    • y: number
    • z: number
    • w: number

    Returns void

  • Parameters

    • x: number
    • y: number
    • z: number
    • degrees: boolean = true

    Returns void

  • starts a coroutine (javascript generator function)
    yield will wait for the next frame:

    • Use yield WaitForSeconds(1) to wait for 1 second.
    • Use yield WaitForFrames(10) to wait for 10 frames.
    • Use yield new Promise(...) to wait for a promise to resolve.

    Parameters

    • routine: Generator

      generator function to start

    • evt: FrameEvent = FrameEvent.Update

      event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update will be called after regular component update() methods)

    Returns Generator

    the generator function (use it to stop the coroutine with stopCoroutine)

    onEnable() { this.startCoroutine(this.myCoroutine()); }
    private *myCoroutine() {
    while(this.activeAndEnabled) {
    console.log("Hello World", this.context.time.frame);
    // wait for 5 frames
    for(let i = 0; i < 5; i++) yield;
    }
    }
  • clear=true removes all emitted particles

    Parameters

    • includeChildren: boolean = true
    • clear: boolean = false

    Returns void

  • Stop a coroutine that was previously started with startCoroutine

    Parameters

    • routine: Generator

      the routine to be stopped

    • evt: FrameEvent = FrameEvent.Update

      the frame event to unregister the routine from (default: FrameEvent.Update)

    Returns void

  • Optional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.

    Parameters

    • mode: XRSessionMode

    Returns boolean

    true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)

  • regular callback in a frame (called every frame when implemented)

    Returns void