pxlParticles/BillowSmoke

pxlParticles/BillowSmoke

Class representing billowing smoke particles for a campfire effect.

Access at - pxlNav.pxlEffects.pxlParticles.BillowSmoke

Extends - ParticleBase

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