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SkillMeshEffect.cpp
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Runtime state for a shader effect attached to a renderable mesh.
Definition MeshEffect.h:40
TrailAppendResult appendBlade(glm::vec3 root, glm::vec3 tip)
Append one blade-edge sample or throw if the recipe has no trail.
Definition SkillMeshEffect.cpp:67
TrailEmitter & trail()
Return the owned ribbon or throw when this recipe has no ribbon.
Definition SkillMeshEffect.cpp:35
bool isFinished() const noexcept
True when primary effect playback has stopped or finished.
Definition SkillMeshEffect.cpp:62
SkillMeshEffect(SkillMeshEffectKind kind)
Construct one built-in composition with validated preset data.
Definition SkillMeshEffect.cpp:28
void play() noexcept
Restart playback and clear any retained ribbon samples.
Definition SkillMeshEffect.cpp:47
SkillMeshEffectKind kind() const noexcept
Return the immutable built-in recipe identity.
Definition SkillMeshEffect.h:32
void update(float dtSeconds)
Advance all owned deterministic runtime state.
Definition SkillMeshEffect.cpp:57
void stop(float fadeOutSeconds=0.f)
Stop playback, optionally fading from the current envelope.
Definition SkillMeshEffect.cpp:52
void bindTarget(MeshEffectTargetHandle target)
Bind the primary effect to a process-local target identity.
Definition SkillMeshEffect.cpp:45
Deterministic CPU sampler and ribbon mesh generator for weapon trails.
Definition TrailEffect.h:55
Definition MeshVfxPackage.h:10
@ BurningBody
@ ImpactFlash
@ WeaponSlash
@ ChargeAura
@ Finished
Definition Container.h:602
Sampling and retention policy for a weapon ribbon trail.
Definition TrailEffect.h:16