Constructor
new pxlParticles/BillowSmoke(room, systemNameopt)
- Description:
Create a BillowSmoke instance.
- Source:
Examples
this.shaderSettings = {
"vertCount" : 600,
"pScale" : 56,
"pOpacity" : 1.0,
"proxDist" : 200,
"atlasRes" : 4,
"atlasPicks" : [],
"randomAtlas" : true,
"additiveBlend" : false,
"windDir" : new Vector3( 0, 0, 1 ),
"offsetPos" : new Vector3( 0, 0, 0 ),
}
// Floating Dust Particle System for pxlNav
import { pxlEffects } from "pxlNav.esm.js";
const BillowSmoke = pxlEffects.pxlParticles.BillowSmoke;
// You can put this in yuor `fbxPostLoad()` or `build()` function
fbxPostLoad(){
let billowSmokeSystem = new BillowSmoke( room, 'billowSmoke' );
let curShaderSettings = billowSmokeSystem.getSettings();
curShaderSettings["vertCount"] = 1200; // Number of particles
curShaderSettings["pScale"] = 9; // Scale of the particles
curShaderSettings["pOpacity"] = 0.8; // Opacity of the particles
curShaderSettings["proxDist"] = 400; // Proximity distance
curShaderSettings["additiveBlend"] = true; // Additive blending for the particles
billowSmokeSystem.build( curShaderSettings );
}
Parameters:
Name | Type | Attributes | Default | Description |
---|---|---|---|---|
room |
Object |
null
|
The room object where the particles will be added. |
|
systemName |
string |
<optional> |
'billowSmoke'
|
The name of the particle system. |
Methods
(static) BillowSmoke#build(curShaderSettingsopt) → {void}
- Description:
Build the smoke particle system with the given shader settings.
- Source:
Parameters:
Name | Type | Attributes | Default | Description |
---|---|---|---|---|
curShaderSettings |
Object |
<optional> |
{}
|
Current shader settings to override the default settings. |
Returns:
- Type
- void