Optionaltype: EnumValue<ParticleEmitterMeshType, number>OptionalisSequentiallyEmitted: booleanOptionalrenderable: RenderableOptionalisInternalConstructor: booleanRenderable object containing a mesh to spawn particles on, as well as the attached Animation object resposible for performing skinned animation. Mesh must at least contain per-vertex position data encoded as 3D float vectors, blend indices encoded in 4-byte format, and blend weights encoded a 4D float vectors. Can optionally contain per-vertex normals encoded as 3D float vectors or as 4-byte unsigned-normalized format.
Determines from which portion of the mesh are the particles emitted from.
Marks the object as dirty.
Flags specifying what kind of member was changed.
Allows modifying this object multiple times in a row in a scope, without marking the object dirty immediately. Dirty flags are accumulated and the object is marked dirty at the end.
The scope where the object is modified.
Information describing a ParticleEmitterSkinnedMeshShape.