ParticleSystem.html 1.6 KB

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  1. <!DOCTYPE html>
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  8. </head>
  9. <body>
  10. [page:Object3D] &rarr;
  11. <h1>[name]</h1>
  12. <div class="desc">A class for displaying particles in the form of variable size points. For example, if using the [page:WebGLRenderer], the particles are displayed using GL_POINTS.</div>
  13. <h2>Constructor</h2>
  14. <h3>[name]( [page:Geometry geometry], [page:Material material] )</h3>
  15. <div>
  16. geometry — An instance of [page:Geometry].<br />
  17. material — An instance of [page:Material] (optional).
  18. </div>
  19. <h2>Properties</h2>
  20. <h3>.[page:Geometry geometry]</h3>
  21. <div>An instance of [page:Geometry], where each vertex designates the position of a particle in the system.</div>
  22. <h3>.[page:Material material]</h3>
  23. <div>An instance of [page:Material], defining the object's appearance. Default is a [page:ParticleSystemMaterial] with randomised colour.</div>
  24. <h3>.[page:Boolean frustrumCulled]</h3>
  25. <div>Specifies whether the particle system will be culled if it's outside the camera's frustum. By default this is set to false.</div>
  26. <h3>.[page:boolean sortParticles]</h3>
  27. <div>
  28. When set, then the particles should be depth sorted (from far to near), based on camera, in the renderer every frame.
  29. </div>
  30. <h2>Methods</h2>
  31. <h3>.clone()</h3>
  32. <div>
  33. This creates a clone of the particle system.
  34. </div>
  35. <h2>Source</h2>
  36. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  37. </body>
  38. </html>