SceneObjectParticle
Extends: SceneObject
Draws an entire DrawableParticles emitter's live particles with a single SceneObject
- not one SceneObject per particle. See specs/2026-08-18-particle-system-design.md ("Why one SceneObjectParticle per emitter, not per particle") for why: per-particle SceneObjects would call Renderer.addSceneObject/removeSceneObject every frame during continuous emission, permanently defeating the depth-sort skip-optimization for the whole renderer.
Properties
drawable(DrawableParticles)
Constructor
new SceneObjectParticle(
name: string,
drawableObj: DrawableParticles,
): SceneObjectParticleParameters
name(string)drawableObj(DrawableParticles)
Instance Methods
participatesInOverlapDetection(): boolean
Returns
boolean
objMovedInRelationToCamera(cameraObj: Camera): boolean
protected
Parameters
cameraObj(Camera)
Returns
boolean
getPositionsForFrustumCheck(
drawMode: SceneObjectDrawMode,
): Array.<BGE.Math.Vector>
protected
Parameters
drawMode(SceneObjectDrawMode)
Returns
Array.<BGE.Math.Vector>
performDraw(
rendererObj: BGE.Renderer,
drawMode: SceneObjectDrawMode,
): boolean
protected
Parameters
rendererObj(BGE.Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean