123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <script src="../../list.js"></script>
- <script src="../../page.js"></script>
- <link type="text/css" rel="stylesheet" href="../../page.css" />
- </head>
- <body>
- [page:Object3D] →
- <h1>[name]</h1>
- <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>
- <h2>Constructor</h2>
-
- <h3>[name]( [page:Geometry geometry], [page:Material material] )</h3>
- <div>
- geometry — An instance of [page:Geometry].<br />
- material — An instance of [page:Material] (optional).
- </div>
- <h2>Properties</h2>
- <h3>.[page:Geometry geometry]</h3>
- <div>An instance of [page:Geometry], where each vertex designates the position of a particle in the system.</div>
- <h3>.[page:Material material]</h3>
- <div>An instance of [page:Material], defining the object's appearance. Default is a [page:ParticleSystemMaterial] with randomised colour.</div>
- <h3>.[page:Boolean frustrumCulled]</h3>
-
- <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>
- <h3>.[page:boolean sortParticles]</h3>
- <div>
- When set, then the particles should be depth sorted (from far to near), based on camera, in the renderer every frame.
- </div>
- <h2>Methods</h2>
-
- <h3>.clone()</h3>
- <div>
- This creates a clone of the particle system.
- </div>
-
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
- </html>
|