type |
distribution
|
<optional>
|
BOX
|
The default distribution this emitter should use to control
its particle's spawn position and force behaviour.
Must be an SPE.distributions.* value. |
particleCount |
Number
|
<optional>
|
100
|
The total number of particles this emitter will hold. NOTE: this is not the number
of particles emitted in a second, or anything like that. The number of particles
emitted per-second is calculated by particleCount / maxAge (approximately!) |
duration |
Number
|
null
|
<optional>
|
null
|
The duration in seconds that this emitter should live for. If not specified, the emitter
will emit particles indefinitely.
NOTE: When an emitter is older than a specified duration, the emitter is NOT removed from
it's group, but rather is just marked as dead, allowing it to be reanimated at a later time
using `SPE.Emitter.prototype.enable()`. |
isStatic |
Boolean
|
<optional>
|
false
|
Whether this emitter should be not be simulated (true). |
activeMultiplier |
Boolean
|
<optional>
|
1
|
A value between 0 and 1 describing what percentage of this emitter's particlesPerSecond should be
emitted, where 0 is 0%, and 1 is 100%.
For example, having an emitter with 100 particles, a maxAge of 2, yields a particlesPerSecond
value of 50. Setting `activeMultiplier` to 0.5, then, will only emit 25 particles per second (0.5 = 50%).
Values greater than 1 will emulate a burst of particles, causing the emitter to run out of particles
before it's next activation cycle. |
direction |
Boolean
|
<optional>
|
1
|
The direction of the emitter. If value is `1`, emitter will start at beginning of particle's lifecycle.
If value is `-1`, emitter will start at end of particle's lifecycle and work it's way backwards. |
maxAge |
Object
|
<optional>
|
{}
|
An object describing the particle's maximum age in seconds.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Number
|
<optional>
|
2
|
A number between 0 and 1 describing the amount of maxAge to apply to all particles. |
spread |
Number
|
<optional>
|
0
|
A number describing the maxAge variance on a per-particle basis. |
|
position |
Object
|
<optional>
|
{}
|
An object describing this emitter's position.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Object
|
<optional>
|
new THREE.Vector3()
|
A THREE.Vector3 instance describing this emitter's base position. |
spread |
Object
|
<optional>
|
new THREE.Vector3()
|
A THREE.Vector3 instance describing this emitter's position variance on a per-particle basis.
Note that when using a SPHERE or DISC distribution, only the x-component
of this vector is used. |
spreadClamp |
Object
|
<optional>
|
new THREE.Vector3()
|
A THREE.Vector3 instance describing the numeric multiples the particle's should
be spread out over.
Note that when using a SPHERE or DISC distribution, only the x-component
of this vector is used. |
radius |
Number
|
<optional>
|
10
|
This emitter's base radius. |
radiusScale |
Object
|
<optional>
|
new THREE.Vector3()
|
A THREE.Vector3 instance describing the radius's scale in all three axes. Allows a SPHERE or DISC to be squashed or stretched. |
distribution |
distribution
|
<optional>
|
value of the `type` option.
|
A specific distribution to use when radiusing particles. Overrides the `type` option. |
randomise |
Boolean
|
<optional>
|
false
|
When a particle is re-spawned, whether it's position should be re-randomised or not. Can incur a performance hit. |
|
velocity |
Object
|
<optional>
|
{}
|
An object describing this particle velocity.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Object
|
<optional>
|
new THREE.Vector3()
|
A THREE.Vector3 instance describing this emitter's base velocity. |
spread |
Object
|
<optional>
|
new THREE.Vector3()
|
A THREE.Vector3 instance describing this emitter's velocity variance on a per-particle basis.
Note that when using a SPHERE or DISC distribution, only the x-component
of this vector is used. |
distribution |
distribution
|
<optional>
|
value of the `type` option.
|
A specific distribution to use when calculating a particle's velocity. Overrides the `type` option. |
randomise |
Boolean
|
<optional>
|
false
|
When a particle is re-spawned, whether it's velocity should be re-randomised or not. Can incur a performance hit. |
|
acceleration |
Object
|
<optional>
|
{}
|
An object describing this particle's acceleration.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Object
|
<optional>
|
new THREE.Vector3()
|
A THREE.Vector3 instance describing this emitter's base acceleration. |
spread |
Object
|
<optional>
|
new THREE.Vector3()
|
A THREE.Vector3 instance describing this emitter's acceleration variance on a per-particle basis.
Note that when using a SPHERE or DISC distribution, only the x-component
of this vector is used. |
distribution |
distribution
|
<optional>
|
value of the `type` option.
|
A specific distribution to use when calculating a particle's acceleration. Overrides the `type` option. |
randomise |
Boolean
|
<optional>
|
false
|
When a particle is re-spawned, whether it's acceleration should be re-randomised or not. Can incur a performance hit. |
|
drag |
Object
|
<optional>
|
{}
|
An object describing this particle drag. Drag is applied to both velocity and acceleration values.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Number
|
<optional>
|
0
|
A number between 0 and 1 describing the amount of drag to apply to all particles. |
spread |
Number
|
<optional>
|
0
|
A number describing the drag variance on a per-particle basis. |
randomise |
Boolean
|
<optional>
|
false
|
When a particle is re-spawned, whether it's drag should be re-randomised or not. Can incur a performance hit. |
|
wiggle |
Object
|
<optional>
|
{}
|
This is quite a fun one! The values of this object will determine whether a particle will wiggle, or jiggle, or wave,
or shimmy, or waggle, or... Well you get the idea. The wiggle is calculated over-time, meaning that a particle will
start off with no wiggle, and end up wiggling about with the distance of the `value` specified by the time it dies.
It's quite handy to simulate fire embers, or similar effects where the particle's position should slightly change over
time, and such change isn't easily controlled by rotation, velocity, or acceleration. The wiggle is a combination of sin and cos calculations, so is circular in nature.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Number
|
<optional>
|
0
|
A number describing the amount of wiggle to apply to all particles. It's measured in distance. |
spread |
Number
|
<optional>
|
0
|
A number describing the wiggle variance on a per-particle basis. |
|
rotation |
Object
|
<optional>
|
{}
|
An object describing this emitter's rotation. It can either be static, or set to rotate from 0radians to the value of `rotation.value`
over a particle's lifetime. Rotation values affect both a particle's position and the forces applied to it.
Properties
Name |
Type |
Attributes |
Default |
Description |
axis |
Object
|
<optional>
|
new THREE.Vector3(0, 1, 0)
|
A THREE.Vector3 instance describing this emitter's axis of rotation. |
axisSpread |
Object
|
<optional>
|
new THREE.Vector3()
|
A THREE.Vector3 instance describing the amount of variance to apply to the axis of rotation on
a per-particle basis. |
angle |
Number
|
<optional>
|
0
|
The angle of rotation, given in radians. If `rotation.static` is true, the emitter will start off rotated at this angle, and stay as such.
Otherwise, the particles will rotate from 0radians to this value over their lifetimes. |
angleSpread |
Number
|
<optional>
|
0
|
The amount of variance in each particle's rotation angle. |
static |
Boolean
|
<optional>
|
false
|
Whether the rotation should be static or not. |
center |
Object
|
<optional>
|
The value of `position.value`
|
A THREE.Vector3 instance describing the center point of rotation. |
randomise |
Boolean
|
<optional>
|
false
|
When a particle is re-spawned, whether it's rotation should be re-randomised or not. Can incur a performance hit. |
|
color |
Object
|
<optional>
|
{}
|
An object describing a particle's color. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
given to describe specific value changes over a particle's lifetime.
Depending on the value of SPE.valueOverLifetimeLength, if arrays of THREE.Color instances are given, then the array will be interpolated to
have a length matching the value of SPE.valueOverLifetimeLength.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Object
|
<optional>
|
new THREE.Color()
|
Either a single THREE.Color instance, or an array of THREE.Color instances to describe the color of a particle over it's lifetime. |
spread |
Object
|
<optional>
|
new THREE.Vector3()
|
Either a single THREE.Vector3 instance, or an array of THREE.Vector3 instances to describe the color variance of a particle over it's lifetime. |
randomise |
Boolean
|
<optional>
|
false
|
When a particle is re-spawned, whether it's color should be re-randomised or not. Can incur a performance hit. |
|
opacity |
Object
|
<optional>
|
{}
|
An object describing a particle's opacity. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
given to describe specific value changes over a particle's lifetime.
Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
have a length matching the value of SPE.valueOverLifetimeLength.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Number
|
<optional>
|
1
|
Either a single number, or an array of numbers to describe the opacity of a particle over it's lifetime. |
spread |
Number
|
<optional>
|
0
|
Either a single number, or an array of numbers to describe the opacity variance of a particle over it's lifetime. |
randomise |
Boolean
|
<optional>
|
false
|
When a particle is re-spawned, whether it's opacity should be re-randomised or not. Can incur a performance hit. |
|
size |
Object
|
<optional>
|
{}
|
An object describing a particle's size. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
given to describe specific value changes over a particle's lifetime.
Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
have a length matching the value of SPE.valueOverLifetimeLength.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Number
|
<optional>
|
1
|
Either a single number, or an array of numbers to describe the size of a particle over it's lifetime. |
spread |
Number
|
<optional>
|
0
|
Either a single number, or an array of numbers to describe the size variance of a particle over it's lifetime. |
randomise |
Boolean
|
<optional>
|
false
|
When a particle is re-spawned, whether it's size should be re-randomised or not. Can incur a performance hit. |
|
angle |
Object
|
<optional>
|
{}
|
An object describing a particle's angle. The angle is a 2d-rotation, measured in radians, applied to the particle's texture.
NOTE: if a particle's texture is a sprite-sheet, this value IS IGNORED.
This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
given to describe specific value changes over a particle's lifetime.
Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
have a length matching the value of SPE.valueOverLifetimeLength.
Properties
Name |
Type |
Attributes |
Default |
Description |
value |
Number
|
<optional>
|
0
|
Either a single number, or an array of numbers to describe the angle of a particle over it's lifetime. |
spread |
Number
|
<optional>
|
0
|
Either a single number, or an array of numbers to describe the angle variance of a particle over it's lifetime. |
randomise |
Boolean
|
<optional>
|
false
|
When a particle is re-spawned, whether it's angle should be re-randomised or not. Can incur a performance hit. |
|