ParticleSystem | Three.js Particle System | Graphics library

 by   imokya JavaScript Version: Current License: No License

kandi X-RAY | ParticleSystem Summary

kandi X-RAY | ParticleSystem Summary

ParticleSystem is a JavaScript library typically used in User Interface, Graphics, Three.js, WebGL applications. ParticleSystem has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Three.js Particle System devries from stemkoski's ParticleEngine. 基于three.js的粒子系统,内置火焰,雪花,星轨,萤火虫,爆炸等特效,可以根据自己需要调整参数。.
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            kandi-support Support

              ParticleSystem has a low active ecosystem.
              It has 11 star(s) with 9 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 0 have been closed. There are 16 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of ParticleSystem is current.

            kandi-Quality Quality

              ParticleSystem has 0 bugs and 0 code smells.

            kandi-Security Security

              ParticleSystem has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              ParticleSystem code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              ParticleSystem does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              ParticleSystem releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed ParticleSystem and discovered the below as its top functions. This is intended to give you an instant insight into ParticleSystem implemented functionality, and help decide if they suit your requirements.
            • Handle mouse down
            • Handle touch events
            • Handle touch move events .
            • multiply Gahing
            • Handle pan action .
            • Handle mouse move
            • A background builder .
            • Handle touch move .
            • Pan panes .
            • Handle the mouse move .
            Get all kandi verified functions for this library.

            ParticleSystem Key Features

            No Key Features are available at this moment for ParticleSystem.

            ParticleSystem Examples and Code Snippets

            No Code Snippets are available at this moment for ParticleSystem.

            Community Discussions

            QUESTION

            What might be causing this error: No rule to make target /usr/local/lib/liblua5.1.dylib}
            Asked 2022-Mar-27 at 16:16

            Whats up?

            What might be causing this error while trying to compile?:

            Ps: I am using MacOS Monterey.

            [ 99%] Building CXX object src/CMakeFiles/otclient.dir/main.cpp.o make[2]: No rule to make target /usr/local/lib/liblua5.1.dylib}', needed by bin/otclient'. Stop. make[1]: [src/CMakeFiles/otclient.dir/all] Error 2 make: *** [all] Error 2

            Here is my CmakeLists.txt:

            ...

            ANSWER

            Answered 2022-Mar-27 at 16:16

            I found out the reason, is that the include of the library has an extra "}".

            Source https://stackoverflow.com/questions/71636675

            QUESTION

            Magnitude with ParticleSystem (enabled/disabled) not working
            Asked 2022-Mar-15 at 20:36

            I'm just learning unity3d. I need to show particles every time the speed of the object exceeds 6km. The problem is that it doesn't always work, and it doesn't work in the right way. Why does this happen and how to fix it? The problem itself starts after the first interruption. Code Example:

            ...

            ANSWER

            Answered 2022-Mar-15 at 20:36

            I think you have confused yourself by using a conditional operator. If the condition is true, the first option will be used.

            Source https://stackoverflow.com/questions/71473736

            QUESTION

            problem with mirror(particle system) unity, pls help:)
            Asked 2022-Jan-19 at 07:41

            I have a problem with mirror, I'm making a online strategy game and you have buildings in the game, with those buildings you can make soldiers, now the buildings have a particles sim to work while they make more solider, but only the server can see the particles sim of its own buildings and the opponents, any ideas why?

            that's the code for building smoke:

            ...

            ANSWER

            Answered 2022-Jan-19 at 07:41

            This wasn't really useful but I found other code that helped me with this problem, if someone has the same problem here's the solution: Solution

            You need to make a syncVar bool and update the animator using it and not with just regular false/true calls, here's my new code:

            Source https://stackoverflow.com/questions/70709801

            QUESTION

            SceneKit – How to make self defined particle effect in Xcode 13?
            Asked 2022-Jan-01 at 09:29

            I am trying to mock an explosion particle effect in xcode 13 as below style

            because there is no .scnp file I can use in xcode 13, I tried to use below code to complete,

            ...

            ANSWER

            Answered 2022-Jan-01 at 09:29

            To setup particles in UI, choose SceneKit's .scn file in Navigator panel and then add a Particle System object from Xcode 13 library pressing + button (instead of a deprecated .scnp file):

            Source https://stackoverflow.com/questions/70540980

            QUESTION

            Particle effect on collision?
            Asked 2021-Dec-07 at 10:40

            This is a simple question. I did it a couple of times already, don't know why I can't get it done now... I made a particle effect, I want this to get played when the player collides with the platform. Here's what I've done:

            ...

            ANSWER

            Answered 2021-Dec-07 at 06:23

            The smoke particle effect will be playing somewhere else. After the collision, get the position of the player and instantiate the particle prefab over there.

            Source https://stackoverflow.com/questions/70253039

            QUESTION

            how to convert 3D obj file to particles in three.js
            Asked 2021-Nov-15 at 16:31

            I'm trying to play around with particles in three.js but, there's a problem with converting obj file (3D model) into particles in three.js. The following is the code snippets. I tried but, all failed.

            Is there anyone who can help correcting the errors or provide with any examples of getting vertices/particles from a 3D model in obj?

            Thanks a lot.

            ...

            ANSWER

            Answered 2021-Nov-15 at 16:31

            You are using an outdated code reference. With recent three.js version, the code looks more like the following:

            Source https://stackoverflow.com/questions/69972111

            QUESTION

            Unity Curve Evaluate is normalised time, or what units?
            Asked 2021-Sep-28 at 17:36

            The Evaluate function on an animation curve gets a value at a time.

            https://docs.unity3d.com/ScriptReference/AnimationCurve.Evaluate.html

            But it's not clear (to me) what time base or units are used.

            For ParticleSystem.MinMaxCurve, this is explicitly described as being evaluated as a normalised 0 to 1 range of values of the curve's duration:

            https://docs.unity3d.com/ScriptReference/ParticleSystem.MinMaxCurve.Evaluate.html

            Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.

            UPDATE:

            For those considering performance: AnimationCurve's Evaluate is very fast in the traditional sense of Unity's MonoBehaviour world, having an inbuilt means of caching the lookup for the surrounding keys, and retention of the last position evaluated, too. Especially fast in loops of evaluation, because of this. Highly old school optimised, by Unity.

            However, ParticleSystem.MinMaxCurve's evaluate benefits from and is part of the Jobs friendly updates to the UnityEngine.ParticleSystemJobs features.

            In small usages (around 1000 evaluation steps or less), they're about the same. But with Jobs and lots of fine grained evaluation (more than 10,000), the MinMaxCurve gets ahead.

            ...

            ANSWER

            Answered 2021-Sep-20 at 11:30

            It uses 0 to 1 in the most cases but depends completely how you configure and use yours ... you can easily extend an AnimationCurve with keyframes before 0 and beyond 1.

            You can however get the duration of your AnimationCurve so basically you can normalize down any animation curve to a "time" value between 0 and 1 using

            Source https://stackoverflow.com/questions/69253001

            QUESTION

            Unity3D - Rotate Decal Particle from ParticleSystem to Match Normal
            Asked 2021-Sep-26 at 01:00

            I am trying to use a ParticleSystem for Decals as a cheap alternative but am unable to align the particles with all normal surfaces.

            This is the nearest I've got that gets all axis correct except for an inverted x axis. (I can see it's the wrong way round on building windows)

            ...

            ANSWER

            Answered 2021-Sep-20 at 11:37

            I finally managed to figure it out and as no-one was able to answer I will add the solution in case it can help someone else.

            1: I inverted the hit.normal when gettting the rotation.

            Source https://stackoverflow.com/questions/69222830

            QUESTION

            Unity 2d : Objects being reinstantiated on scene reload after being destroyed
            Asked 2021-Sep-19 at 07:33

            GOAL
            So I'm creating a top down arena battler type game, and I want you to be able to restart the game by pressing R.

            PROBLEM
            When I press R, the whole scene resets as it should, except all the enemies that were previously instantiated (and then destroyed) are spawned again, all at once.

            CODE
            This is the enemy spawning code :

            ...

            ANSWER

            Answered 2021-Sep-19 at 07:27

            The problem is in Time.time, it is time since the start of the application, not since the start of the scene. So if you were in the game 30 secs, Time.time is 30 secs. If you reload the scene it is still 30 secs.

            You have to count the time passed since entering the scene. Then it won't respawn all the enemies on scene reload.

            Source https://stackoverflow.com/questions/69241125

            QUESTION

            Trying to Invoke method: CollisionHandler.NextScene couldn't be called
            Asked 2021-Sep-13 at 14:57
            using UnityEngine;
            using UnityEngine.SceneManagement;
            
            public class CollisionHandler : MonoBehaviour
            {
            
                [SerializeField] AudioClip success;
                [SerializeField] AudioClip crash;
            
                [SerializeField] ParticleSystem successParicle;
                [SerializeField] ParticleSystem crashParicle;
            
                AudioSource audioSource;
                float delayTime = 2f;
            
                bool isTransitioning = false;
                void Start()
                {
                    audioSource = GetComponent();
                }
            
                void OnCollisionEnter(Collision other)
                {
                    if(isTransitioning)
                    {
                        return;
                    }
                    switch (other.gameObject.tag)
                    {
                        case "Friendly":
                            Debug.Log("It's OK friend");
                            break;
                        case "Finish":
                            SuccessSequence();
                            break;
                        default:
                            CrashSequence();
                            break;
                    }
            
                    void SuccessSequence()
                    {
                        isTransitioning = true;
                        audioSource.Stop();
                        successParicle.Play();
                        audioSource.PlayOneShot(success);
                        GetComponent().enabled = false;
                        Invoke(nameof(NextScene), delayTime);
                        //NextScene();
                    }
            
                    void CrashSequence()
                    {
                        isTransitioning = true;
                        audioSource.Stop();
                        crashParicle.Play();
                        audioSource.PlayOneShot(crash);
                        GetComponent().enabled = false;
                        Invoke(nameof(ReloadScene), delayTime);
                        //ReloadScene();
                    }
            
                    void ReloadScene() //dit gebruiken wij om respown met gebruik van scene reload funcite te gebruiken
                    {
                        int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
                        SceneManager.LoadScene(currentSceneIndex);
                    }
            
                    void NextScene()
                    {
                        int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
                        int nextSceneIndex = currentSceneIndex + 1;
                        if(nextSceneIndex == SceneManager.sceneCountInBuildSettings)
                        {
                            nextSceneIndex = 0;
                        }
                        SceneManager.LoadScene(nextSceneIndex);
                    }
                }
            }
            
            ...

            ANSWER

            Answered 2021-Sep-13 at 14:57

            Any good reason why your methods are all nested under the OnCollisionEnter as locel functions? ;)

            Unity's messaging system doesn't find local functions - since they literally only exist for this one method - but works only with class level methods.

            It should rather be

            Source https://stackoverflow.com/questions/69163921

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install ParticleSystem

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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