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

Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality

guid: string = "invalid"

Unique identifier for this component instance, used for finding and tracking components

sourceId?: string

Identifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from

Accessors

  • get activeAndEnabled(): boolean

    Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls

    Returns boolean

    True if the component is enabled and all parent GameObjects are active

  • 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

    The context this component belongs to, providing access to the runtime environment including physics, timing utilities, camera, and scene

    Returns Context

  • set context(context: Context): void

    Parameters

    Returns void

  • get currentParticles(): number

    Returns number

  • get deltaTime(): number

    Returns number

  • get destroyed(): boolean

    Checks if this component has been destroyed

    Returns boolean

    True if the component or its GameObject has been destroyed

  • get duration(): number

    Returns number

  • get enabled(): boolean

    Controls whether this component is enabled Disabled components don't receive lifecycle callbacks

    Returns boolean

  • set enabled(val: boolean): void

    Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3

    Gets the forward direction vector (0,0,-1) of this component's GameObject in world space

    Returns Vector3

  • get isPlaying(): boolean

    Returns boolean

  • get isSubsystem(): boolean

    Returns boolean

  • get layer(): number

    The layer value of the GameObject this component is attached to Used for visibility and physics filtering

    Returns number

  • get localspace(): boolean

    Returns boolean

  • get matrixWorld(): Matrix4

    Returns Matrix4

  • get maxParticles(): number

    Returns number

  • get name(): string

    The name of the GameObject this component is attached to Used for debugging and finding objects

    Returns string

  • 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

    Gets the right direction vector (1,0,0) of this component's GameObject in world space

    Returns Vector3

  • get scale(): number

    Returns number

  • get scene(): Scene

    Shorthand accessor for the current scene from the context

    Returns Scene

    The scene this component belongs to

  • get static(): boolean

    Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine

    Returns boolean

  • set static(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • get tag(): string

    The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup

    Returns string

  • set tag(str: string): void

    Parameters

    • str: string

    Returns void

  • get time(): number

    Returns number

  • get up(): Vector3

    Gets the up direction vector (0,1,0) of this component's GameObject in world space

    Returns Vector3

  • get worldEuler(): Euler

    Gets the rotation of this component's GameObject in world space as Euler angles (in radians)

    Returns Euler

  • set worldEuler(val: Euler): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in radians)

    Parameters

    • val: Euler

      The world rotation Euler angles to set

    Returns void

  • get worldPos(): Vector3

    Returns Vector3

  • get worldPosition(): Vector3

    Gets the position of this component's GameObject in world space.
    Note: This is equivalent to calling this.gameObject.worldPosition

    Returns Vector3

  • set worldPosition(val: Vector3): void

    Sets the position of this component's GameObject in world space

    Parameters

    • val: Vector3

      The world position vector to set

    Returns void

  • get worldQuaternion(): Quaternion

    Gets the rotation of this component's GameObject in world space as a quaternion Note: This is equivalent to calling this.gameObject.worldQuaternion

    Returns Quaternion

  • get worldQuaternionInverted(): Quaternion

    Returns Quaternion

  • get worldRotation(): Vector3

    Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
    Note: This is equivalent to calling this.gameObject.worldRotation

    Returns Vector3

  • set worldRotation(val: Vector3): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)

    Parameters

    • val: Vector3

      The world rotation vector to set (in degrees)

    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());
  • Registers an event listener for the specified event type

    Type Parameters

    Parameters

    • type: string

      The event type to listen for

    • listener: (evt: T) => any

      The callback function to execute when the event occurs

    Returns void

  • Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks

    Returns void

  • Dispatches an event to all registered listeners

    Parameters

    • evt: Event

      The event object to dispatch

    Returns boolean

    Always returns false (standard implementation of EventTarget)

  • Called at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.

    Returns void

  • Parameters

    • count: number

    Returns void

  • Called after all update functions have been called. Use for calculations that depend on other components being updated first.

    Returns void

  • Called after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering

    Returns void

  • Called before an XR session is requested Use to modify session initialization parameters

    Parameters

    • mode: XRSessionMode

      The XR session mode being requested

    • args: XRSessionInit

      The session initialization parameters that can be modified

    Returns void

  • Called when this component's collider begins colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that occurred

    Returns any

  • Called when this component's collider stops colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that ended

    Returns any

  • Called each frame while this component's collider is colliding with another collider

    Parameters

    • col: Collision

      Information about the ongoing collision

    Returns any

  • Called every time the component becomes disabled or inactive in the hierarchy. Invoked when the component or any parent GameObject becomes invisible

    Returns void

  • Called when the context's pause state changes.

    Parameters

    • isPaused: boolean

      Whether the context is currently paused

    • wasPaused: boolean

      The previous pause state

    Returns void

  • Called when this component's trigger collider is entered by another collider

    Parameters

    • col: ICollider

      The collider that entered this trigger

    Returns any

  • Called when another collider exits this component's trigger collider

    Parameters

    • col: ICollider

      The collider that exited this trigger

    Returns any

  • Called each frame while another collider is inside this component's trigger collider

    Parameters

    • col: ICollider

      The collider that is inside this trigger

    Returns any

  • Called when a field decorated with @validate() is modified.

    Parameters

    • Optionalprop: string

      The name of the field that was changed

    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 a previously registered event listener

    Type Parameters

    Parameters

    • type: string

      The event type the listener was registered for

    • listener: (arg: T) => any

      The callback function to remove

    Returns void

  • remove emitted particles and reset time

    Returns void

  • Called when this component needs to remap guids after an instantiate operation.

    Parameters

    • guidsMap: GuidsMap

      Mapping from old guids to newly generated guids

    Returns void

  • Sets the position of this component's GameObject in world space using individual coordinates

    Parameters

    • x: number

      X-coordinate in world space

    • y: number

      Y-coordinate in world space

    • z: number

      Z-coordinate in world space

    Returns void

  • Sets the rotation of this component's GameObject in world space using quaternion components

    Parameters

    • x: number

      X component of the quaternion

    • y: number

      Y component of the quaternion

    • z: number

      Z component of the quaternion

    • w: number

      W component of the quaternion

    Returns void

  • Sets the rotation of this component's GameObject in world space using individual Euler angles

    Parameters

    • x: number

      X-axis rotation

    • y: number

      Y-axis rotation

    • z: number

      Z-axis rotation

    • degrees: boolean = true

      Whether the values are in degrees (true) or radians (false)

    Returns void

  • Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.

    Parameters

    • routine: Generator

      Generator function to start

    • evt: FrameEvent = FrameEvent.Update

      Event to register the coroutine for (default: FrameEvent.Update)

    Returns Generator

    The generator function that can be used to stop the coroutine

    Time-based sequencing of operations

    *myCoroutine() {
    yield WaitForSeconds(1); // wait for 1 second
    yield WaitForFrames(10); // wait for 10 frames
    yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
    }

    Coroutine that logs a message every 5 frames

    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

  • Stops a coroutine that was previously started with startCoroutine

    Parameters

    • routine: Generator

      The routine to be stopped

    • evt: FrameEvent = FrameEvent.Update

      The frame event the routine was registered with

    Returns void

  • Determines if this component supports a specific XR mode

    Parameters

    • mode: XRSessionMode

      The XR session mode to check support for

    Returns boolean

    True if the component supports the specified mode

  • Called once per frame during the main update loop. The primary location for frame-based game logic.

    Returns void