Gameplay-facing recipe for laser and lightning mesh effects. 更多...
#include <BeamSkillEffect.h>
Public 成员函数 | |
| BeamSkillEffect (BeamSkillPreset preset) | |
| Construct one recipe and apply preset geometry/style defaults. | |
| void | setPath (std::span< const glm::vec3 > points) |
| Replace the owning world-space path; at least two points are required to build. | |
| void | setEndpoints (const glm::vec3 &start, const glm::vec3 &end) |
| Convenience two-point path assignment. | |
| void | play () noexcept |
| Restart the effect playback envelope. | |
| void | stop (float fadeOutSeconds=0.f) |
| Stop immediately or fade using the requested duration. | |
| void | update (float deltaSeconds) |
| Advance the owned effect envelope with caller-provided simulation time. | |
| BeamBuildResult | build (const glm::vec3 &cameraForward) const |
| Build and merge every path segment into one owning ribbon snapshot. | |
| eve::Result< MeshEffectSubmitStatus > | submit (MeshEffectRenderer &renderer, const glm::vec3 &cameraForward, const graphics::Color &tint=graphics::Color(1.f)) |
| Build and submit the current path through the shared Trail renderer. | |
| BeamEffectConfig & | geometry () noexcept |
| Access mutable geometry controls for per-skill overrides. | |
| MeshEffectInstance & | effect () noexcept |
| Access the owned style/playback instance for exposed parameters. | |
| BeamSkillPreset | preset () const noexcept |
| Return the selected immutable behavior preset. | |
详细描述
Gameplay-facing recipe for laser and lightning mesh effects.
The recipe owns playback/style/path state but no Graphics resources. Path points are copied on assignment. Rendering is synchronous and render-thread affine through MeshEffectRenderer; gameplay callbacks are never retained.
在文件 BeamSkillEffect.h 第 25 行定义.
构造及析构函数说明
◆ BeamSkillEffect()
|
explicit |
Construct one recipe and apply preset geometry/style defaults.
在文件 BeamSkillEffect.cpp 第 11 行定义.
引用了 eve::stylize::BeamEffectConfig::alphaEnd, eve::stylize::BeamEffectConfig::alphaStart, eve::stylize::BeamEffectConfig::branchCount, eve::stylize::ChainLightning, eve::stylize::MeshEffectPlayback::duration, eve::stylize::MeshEffectPlayback::fadeIn, eve::stylize::MeshEffectPlayback::fadeOut, eve::stylize::Laser, eve::stylize::Lightning, eve::stylize::MeshEffectPlayback::loop, eve::stylize::BeamEffectConfig::noiseAmplitude, eve::stylize::BeamEffectConfig::noiseCycles, eve::stylize::BeamEffectConfig::segments, eve::stylize::StyleInstance::setFloat(), eve::stylize::MeshEffectInstance::setPlayback(), eve::stylize::MeshEffectInstance::style(), eve::stylize::BeamEffectConfig::widthEnd , 以及 eve::stylize::BeamEffectConfig::widthStart.
成员函数说明
◆ build()
| BeamBuildResult eve::stylize::BeamSkillEffect::build | ( | const glm::vec3 & | cameraForward | ) | const |
Build and merge every path segment into one owning ribbon snapshot.
在文件 BeamSkillEffect.cpp 第 69 行定义.
引用了 eve::stylize::buildBeamEffect(), eve::stylize::Built, eve::stylize::DegenerateInput, index, eve::stylize::TrailMeshSnapshot::indices, eve::stylize::BeamBuildResult::mesh, eve::stylize::BeamEffectConfig::randomSeed, eve::stylize::BeamBuildResult::status , 以及 eve::stylize::TrailMeshSnapshot::vertices.
被这些函数引用 submit().
◆ effect()
|
inlinenoexcept |
Access the owned style/playback instance for exposed parameters.
在文件 BeamSkillEffect.h 第 63 行定义.
◆ geometry()
|
inlinenoexcept |
Access mutable geometry controls for per-skill overrides.
在文件 BeamSkillEffect.h 第 60 行定义.
◆ play()
|
inlinenoexcept |
Restart the effect playback envelope.
在文件 BeamSkillEffect.h 第 37 行定义.
◆ preset()
|
inlinenoexcept |
Return the selected immutable behavior preset.
在文件 BeamSkillEffect.h 第 66 行定义.
◆ setEndpoints()
| void eve::stylize::BeamSkillEffect::setEndpoints | ( | const glm::vec3 & | start, |
| const glm::vec3 & | end | ||
| ) |
◆ setPath()
| void eve::stylize::BeamSkillEffect::setPath | ( | std::span< const glm::vec3 > | points | ) |
Replace the owning world-space path; at least two points are required to build.
在文件 BeamSkillEffect.cpp 第 61 行定义.
引用了 points.
◆ stop()
|
inline |
Stop immediately or fade using the requested duration.
在文件 BeamSkillEffect.h 第 40 行定义.
◆ submit()
| eve::Result< MeshEffectSubmitStatus > eve::stylize::BeamSkillEffect::submit | ( | MeshEffectRenderer & | renderer, |
| const glm::vec3 & | cameraForward, | ||
| const graphics::Color & | tint = graphics::Color(1.f) |
||
| ) |
Build and submit the current path through the shared Trail renderer.
- 参数
-
renderer Borrowed render-thread adapter; never retained. cameraForward Camera direction used to face ribbon vertices. tint Per-draw tint multiplied by recipe playback intensity.
- 返回
- Draw status or a structured invalid-path/build failure.
在文件 BeamSkillEffect.cpp 第 92 行定义.
引用了 build(), eve::stylize::Built, code, eve::stylize::DegenerateInput, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::PreconditionViolation, eve::stylize::MeshEffectRenderer::submitTrail() , 以及 tint.
◆ update()
|
inline |
Advance the owned effect envelope with caller-provided simulation time.
在文件 BeamSkillEffect.h 第 43 行定义.
该类的文档由以下文件生成:
- src/modules/stylize/BeamSkillEffect.h
- src/modules/stylize/BeamSkillEffect.cpp