babylon.IParticleSystem.ts 26 KB

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  1. module BABYLON {
  2. /**
  3. * Interface representing a particle system in Babylon.js.
  4. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  5. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  6. */
  7. export interface IParticleSystem {
  8. /**
  9. * List of animations used by the particle system.
  10. */
  11. animations: Animation[];
  12. /**
  13. * The id of the Particle system.
  14. */
  15. id: string;
  16. /**
  17. * The name of the Particle system.
  18. */
  19. name: string;
  20. /**
  21. * The emitter represents the Mesh or position we are attaching the particle system to.
  22. */
  23. emitter: Nullable<AbstractMesh | Vector3>;
  24. /**
  25. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  26. */
  27. isBillboardBased: boolean;
  28. /**
  29. * The rendering group used by the Particle system to chose when to render.
  30. */
  31. renderingGroupId: number;
  32. /**
  33. * The layer mask we are rendering the particles through.
  34. */
  35. layerMask: number;
  36. /**
  37. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  38. */
  39. updateSpeed: number;
  40. /**
  41. * The amount of time the particle system is running (depends of the overall update speed).
  42. */
  43. targetStopDuration: number;
  44. /**
  45. * The texture used to render each particle. (this can be a spritesheet)
  46. */
  47. particleTexture: Nullable<Texture>;
  48. /**
  49. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  50. */
  51. blendMode: number;
  52. /**
  53. * Minimum life time of emitting particles.
  54. */
  55. minLifeTime: number;
  56. /**
  57. * Maximum life time of emitting particles.
  58. */
  59. maxLifeTime: number;
  60. /**
  61. * Minimum Size of emitting particles.
  62. */
  63. minSize: number;
  64. /**
  65. * Maximum Size of emitting particles.
  66. */
  67. maxSize: number;
  68. /**
  69. * Minimum scale of emitting particles on X axis.
  70. */
  71. minScaleX: number;
  72. /**
  73. * Maximum scale of emitting particles on X axis.
  74. */
  75. maxScaleX: number;
  76. /**
  77. * Minimum scale of emitting particles on Y axis.
  78. */
  79. minScaleY: number;
  80. /**
  81. * Maximum scale of emitting particles on Y axis.
  82. */
  83. maxScaleY: number;
  84. /**
  85. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86. */
  87. color1: Color4;
  88. /**
  89. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  90. */
  91. color2: Color4;
  92. /**
  93. * Color the particle will have at the end of its lifetime.
  94. */
  95. colorDead: Color4;
  96. /**
  97. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  98. */
  99. emitRate: number;
  100. /**
  101. * You can use gravity if you want to give an orientation to your particles.
  102. */
  103. gravity: Vector3;
  104. /**
  105. * Minimum power of emitting particles.
  106. */
  107. minEmitPower: number;
  108. /**
  109. * Maximum power of emitting particles.
  110. */
  111. maxEmitPower: number;
  112. /**
  113. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  114. */
  115. minAngularSpeed: number;
  116. /**
  117. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  118. */
  119. maxAngularSpeed: number;
  120. /**
  121. * Gets or sets the minimal initial rotation in radians.
  122. */
  123. minInitialRotation: number;
  124. /**
  125. * Gets or sets the maximal initial rotation in radians.
  126. */
  127. maxInitialRotation: number;
  128. /**
  129. * The particle emitter type defines the emitter used by the particle system.
  130. * It can be for example box, sphere, or cone...
  131. */
  132. particleEmitterType: Nullable<IParticleEmitterType>;
  133. /**
  134. * Defines the delay in milliseconds before starting the system (0 by default)
  135. */
  136. startDelay: number;
  137. /**
  138. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  139. */
  140. preWarmCycles: number;
  141. /**
  142. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  143. */
  144. preWarmStepOffset: number;
  145. /**
  146. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  147. */
  148. spriteCellChangeSpeed: number;
  149. /**
  150. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  151. */
  152. startSpriteCellID: number;
  153. /**
  154. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  155. */
  156. endSpriteCellID: number;
  157. /**
  158. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  159. */
  160. spriteCellWidth: number;
  161. /**
  162. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  163. */
  164. spriteCellHeight: number;
  165. /**
  166. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  167. */
  168. spriteRandomStartCell: boolean;
  169. /**
  170. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  171. */
  172. isAnimationSheetEnabled: boolean;
  173. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  174. translationPivot: Vector2;
  175. /**
  176. * Gets or sets a texture used to add random noise to particle positions
  177. */
  178. noiseTexture: Nullable<BaseTexture>;
  179. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  180. noiseStrength: Vector3;
  181. /**
  182. * Gets or sets the billboard mode to use when isBillboardBased = true.
  183. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  184. */
  185. billboardMode: number;
  186. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  187. limitVelocityDamping: number;
  188. /**
  189. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  190. */
  191. beginAnimationOnStart: boolean;
  192. /**
  193. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  194. */
  195. beginAnimationFrom: number;
  196. /**
  197. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  198. */
  199. beginAnimationTo: number;
  200. /**
  201. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  202. */
  203. beginAnimationLoop: boolean;
  204. /**
  205. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  206. */
  207. disposeOnStop: boolean;
  208. /**
  209. * Gets the maximum number of particles active at the same time.
  210. * @returns The max number of active particles.
  211. */
  212. getCapacity(): number;
  213. /**
  214. * Gets if the system has been started. (Note: this will still be true after stop is called)
  215. * @returns True if it has been started, otherwise false.
  216. */
  217. isStarted(): boolean;
  218. /**
  219. * Animates the particle system for this frame.
  220. */
  221. animate(): void;
  222. /**
  223. * Renders the particle system in its current state.
  224. * @returns the current number of particles
  225. */
  226. render(): number;
  227. /**
  228. * Dispose the particle system and frees its associated resources.
  229. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  230. */
  231. dispose(disposeTexture?: boolean): void;
  232. /**
  233. * Clones the particle system.
  234. * @param name The name of the cloned object
  235. * @param newEmitter The new emitter to use
  236. * @returns the cloned particle system
  237. */
  238. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  239. /**
  240. * Serializes the particle system to a JSON object.
  241. * @returns the JSON object
  242. */
  243. serialize(): any;
  244. /**
  245. * Rebuild the particle system
  246. */
  247. rebuild(): void;
  248. /**
  249. * Starts the particle system and begins to emit
  250. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  251. */
  252. start(delay?: number): void;
  253. /**
  254. * Stops the particle system.
  255. */
  256. stop(): void;
  257. /**
  258. * Remove all active particles
  259. */
  260. reset(): void;
  261. /**
  262. * Is this system ready to be used/rendered
  263. * @return true if the system is ready
  264. */
  265. isReady(): boolean;
  266. /**
  267. * Adds a new color gradient
  268. * @param gradient defines the gradient to use (between 0 and 1)
  269. * @param color1 defines the color to affect to the specified gradient
  270. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  271. * @returns the current particle system
  272. */
  273. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  274. /**
  275. * Remove a specific color gradient
  276. * @param gradient defines the gradient to remove
  277. * @returns the current particle system
  278. */
  279. removeColorGradient(gradient: number): IParticleSystem;
  280. /**
  281. * Adds a new size gradient
  282. * @param gradient defines the gradient to use (between 0 and 1)
  283. * @param factor defines the size factor to affect to the specified gradient
  284. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  285. * @returns the current particle system
  286. */
  287. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  288. /**
  289. * Remove a specific size gradient
  290. * @param gradient defines the gradient to remove
  291. * @returns the current particle system
  292. */
  293. removeSizeGradient(gradient: number): IParticleSystem;
  294. /**
  295. * Gets the current list of color gradients.
  296. * You must use addColorGradient and removeColorGradient to udpate this list
  297. * @returns the list of color gradients
  298. */
  299. getColorGradients(): Nullable<Array<ColorGradient>>;
  300. /**
  301. * Gets the current list of size gradients.
  302. * You must use addSizeGradient and removeSizeGradient to udpate this list
  303. * @returns the list of size gradients
  304. */
  305. getSizeGradients(): Nullable<Array<FactorGradient>>;
  306. /**
  307. * Gets the current list of angular speed gradients.
  308. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  309. * @returns the list of angular speed gradients
  310. */
  311. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  312. /**
  313. * Adds a new angular speed gradient
  314. * @param gradient defines the gradient to use (between 0 and 1)
  315. * @param factor defines the angular speed to affect to the specified gradient
  316. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  317. * @returns the current particle system
  318. */
  319. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  320. /**
  321. * Remove a specific angular speed gradient
  322. * @param gradient defines the gradient to remove
  323. * @returns the current particle system
  324. */
  325. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  326. /**
  327. * Gets the current list of velocity gradients.
  328. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  329. * @returns the list of velocity gradients
  330. */
  331. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  332. /**
  333. * Adds a new velocity gradient
  334. * @param gradient defines the gradient to use (between 0 and 1)
  335. * @param factor defines the velocity to affect to the specified gradient
  336. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  337. * @returns the current particle system
  338. */
  339. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  340. /**
  341. * Remove a specific velocity gradient
  342. * @param gradient defines the gradient to remove
  343. * @returns the current particle system
  344. */
  345. removeVelocityGradient(gradient: number): IParticleSystem;
  346. /**
  347. * Gets the current list of limit velocity gradients.
  348. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  349. * @returns the list of limit velocity gradients
  350. */
  351. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  352. /**
  353. * Adds a new limit velocity gradient
  354. * @param gradient defines the gradient to use (between 0 and 1)
  355. * @param factor defines the limit velocity to affect to the specified gradient
  356. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  357. * @returns the current particle system
  358. */
  359. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  360. /**
  361. * Remove a specific limit velocity gradient
  362. * @param gradient defines the gradient to remove
  363. * @returns the current particle system
  364. */
  365. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  366. /**
  367. * Adds a new drag gradient
  368. * @param gradient defines the gradient to use (between 0 and 1)
  369. * @param factor defines the drag to affect to the specified gradient
  370. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  371. * @returns the current particle system
  372. */
  373. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  374. /**
  375. * Remove a specific drag gradient
  376. * @param gradient defines the gradient to remove
  377. * @returns the current particle system
  378. */
  379. removeDragGradient(gradient: number): IParticleSystem;
  380. /**
  381. * Gets the current list of drag gradients.
  382. * You must use addDragGradient and removeDragGradient to udpate this list
  383. * @returns the list of drag gradients
  384. */
  385. getDragGradients(): Nullable<Array<FactorGradient>>;
  386. /**
  387. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  388. * @param gradient defines the gradient to use (between 0 and 1)
  389. * @param factor defines the emit rate to affect to the specified gradient
  390. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  391. * @returns the current particle system
  392. */
  393. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  394. /**
  395. * Remove a specific emit rate gradient
  396. * @param gradient defines the gradient to remove
  397. * @returns the current particle system
  398. */
  399. removeEmitRateGradient(gradient: number): IParticleSystem;
  400. /**
  401. * Gets the current list of emit rate gradients.
  402. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  403. * @returns the list of emit rate gradients
  404. */
  405. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  406. /**
  407. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  408. * @param gradient defines the gradient to use (between 0 and 1)
  409. * @param factor defines the start size to affect to the specified gradient
  410. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  411. * @returns the current particle system
  412. */
  413. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  414. /**
  415. * Remove a specific start size gradient
  416. * @param gradient defines the gradient to remove
  417. * @returns the current particle system
  418. */
  419. removeStartSizeGradient(gradient: number): IParticleSystem;
  420. /**
  421. * Gets the current list of start size gradients.
  422. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  423. * @returns the list of start size gradients
  424. */
  425. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  426. /**
  427. * Adds a new life time gradient
  428. * @param gradient defines the gradient to use (between 0 and 1)
  429. * @param factor defines the life time factor to affect to the specified gradient
  430. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  431. * @returns the current particle system
  432. */
  433. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  434. /**
  435. * Remove a specific life time gradient
  436. * @param gradient defines the gradient to remove
  437. * @returns the current particle system
  438. */
  439. removeLifeTimeGradient(gradient: number): IParticleSystem;
  440. /**
  441. * Gets the current list of life time gradients.
  442. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  443. * @returns the list of life time gradients
  444. */
  445. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  446. /**
  447. * Gets the current list of color gradients.
  448. * You must use addColorGradient and removeColorGradient to udpate this list
  449. * @returns the list of color gradients
  450. */
  451. getColorGradients(): Nullable<Array<ColorGradient>>;
  452. /**
  453. * Adds a new ramp gradient used to remap particle colors
  454. * @param gradient defines the gradient to use (between 0 and 1)
  455. * @param color defines the color to affect to the specified gradient
  456. * @returns the current particle system
  457. */
  458. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  459. /**
  460. * Gets the current list of ramp gradients.
  461. * You must use addRampGradient and removeRampGradient to udpate this list
  462. * @returns the list of ramp gradients
  463. */
  464. getRampGradients(): Nullable<Array<Color3Gradient>>;
  465. /** Gets or sets a boolean indicating that ramp gradients must be used
  466. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  467. */
  468. useRampGradients: boolean;
  469. /**
  470. * Adds a new color remap gradient
  471. * @param gradient defines the gradient to use (between 0 and 1)
  472. * @param min defines the color remap minimal range
  473. * @param max defines the color remap maximal range
  474. * @returns the current particle system
  475. */
  476. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  477. /**
  478. * Gets the current list of color remap gradients.
  479. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  480. * @returns the list of color remap gradients
  481. */
  482. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  483. /**
  484. * Adds a new alpha remap gradient
  485. * @param gradient defines the gradient to use (between 0 and 1)
  486. * @param min defines the alpha remap minimal range
  487. * @param max defines the alpha remap maximal range
  488. * @returns the current particle system
  489. */
  490. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  491. /**
  492. * Gets the current list of alpha remap gradients.
  493. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  494. * @returns the list of alpha remap gradients
  495. */
  496. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  497. /**
  498. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  499. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  500. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  501. * @returns the emitter
  502. */
  503. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  504. /**
  505. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  506. * @param radius The radius of the hemisphere to emit from
  507. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  508. * @returns the emitter
  509. */
  510. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  511. /**
  512. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  513. * @param radius The radius of the sphere to emit from
  514. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  515. * @returns the emitter
  516. */
  517. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  518. /**
  519. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  520. * @param radius The radius of the sphere to emit from
  521. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  522. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  523. * @returns the emitter
  524. */
  525. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  526. /**
  527. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  528. * @param radius The radius of the emission cylinder
  529. * @param height The height of the emission cylinder
  530. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  531. * @param directionRandomizer How much to randomize the particle direction [0-1]
  532. * @returns the emitter
  533. */
  534. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  535. /**
  536. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  537. * @param radius The radius of the cylinder to emit from
  538. * @param height The height of the emission cylinder
  539. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  540. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  541. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  542. * @returns the emitter
  543. */
  544. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number , direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  545. /**
  546. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  547. * @param radius The radius of the cone to emit from
  548. * @param angle The base angle of the cone
  549. * @returns the emitter
  550. */
  551. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  552. /**
  553. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  554. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  555. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  556. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  557. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  558. * @returns the emitter
  559. */
  560. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  561. /**
  562. * Get hosting scene
  563. * @returns the scene
  564. */
  565. getScene(): Scene;
  566. }
  567. }