Owning runtime composition for one common gameplay mesh effect. 更多...
#include <SkillMeshEffect.h>
Public 成员函数 | |
| SkillMeshEffect (SkillMeshEffectKind kind) | |
| Construct one built-in composition with validated preset data. | |
| SkillMeshEffect (const SkillMeshEffect &)=delete | |
| SkillMeshEffect & | operator= (const SkillMeshEffect &)=delete |
| SkillMeshEffectKind | kind () const noexcept |
| Return the immutable built-in recipe identity. | |
| MeshEffectInstance & | effect () noexcept |
| Return the owned primary mesh-effect runtime. | |
| const MeshEffectInstance & | effect () const noexcept |
| Return the owned primary mesh-effect runtime. | |
| bool | hasTrail () const noexcept |
| Return whether this recipe includes a weapon ribbon. | |
| TrailEmitter & | trail () |
| Return the owned ribbon or throw when this recipe has no ribbon. | |
| const TrailEmitter & | trail () const |
| Return the owned ribbon or throw when this recipe has no ribbon. | |
| void | bindTarget (MeshEffectTargetHandle target) |
| Bind the primary effect to a process-local target identity. | |
| void | play () noexcept |
| Restart playback and clear any retained ribbon samples. | |
| void | stop (float fadeOutSeconds=0.f) |
| Stop playback, optionally fading from the current envelope. | |
| void | update (float dtSeconds) |
| Advance all owned deterministic runtime state. | |
| bool | isFinished () const noexcept |
| True when primary effect playback has stopped or finished. | |
| TrailAppendResult | appendBlade (glm::vec3 root, glm::vec3 tip) |
| Append one blade-edge sample or throw if the recipe has no trail. | |
详细描述
Owning runtime composition for one common gameplay mesh effect.
The composition owns deterministic playback and optional CPU trail state. It does not own scene targets or GPU resources. Call update() with simulation dt, resolve the target through its authoritative owner, then submit effect() and trail().buildMesh() through MeshEffectRenderer on the render thread.
在文件 SkillMeshEffect.h 第 23 行定义.
构造及析构函数说明
◆ SkillMeshEffect() [1/2]
|
explicit |
Construct one built-in composition with validated preset data.
在文件 SkillMeshEffect.cpp 第 28 行定义.
引用了 kind() , 以及 eve::stylize::WeaponSlash.
◆ SkillMeshEffect() [2/2]
|
delete |
成员函数说明
◆ appendBlade()
| TrailAppendResult eve::stylize::SkillMeshEffect::appendBlade | ( | glm::vec3 | root, |
| glm::vec3 | tip | ||
| ) |
Append one blade-edge sample or throw if the recipe has no trail.
在文件 SkillMeshEffect.cpp 第 67 行定义.
◆ bindTarget()
| void eve::stylize::SkillMeshEffect::bindTarget | ( | MeshEffectTargetHandle | target | ) |
Bind the primary effect to a process-local target identity.
在文件 SkillMeshEffect.cpp 第 45 行定义.
引用了 target.
◆ effect() [1/2]
|
inlinenoexcept |
Return the owned primary mesh-effect runtime.
在文件 SkillMeshEffect.h 第 36 行定义.
◆ effect() [2/2]
|
inlinenoexcept |
Return the owned primary mesh-effect runtime.
在文件 SkillMeshEffect.h 第 34 行定义.
◆ hasTrail()
|
inlinenoexcept |
Return whether this recipe includes a weapon ribbon.
在文件 SkillMeshEffect.h 第 38 行定义.
◆ isFinished()
|
noexcept |
True when primary effect playback has stopped or finished.
在文件 SkillMeshEffect.cpp 第 62 行定义.
引用了 eve::stylize::Finished, state , 以及 eve::stylize::Stopped.
◆ kind()
|
inlinenoexcept |
Return the immutable built-in recipe identity.
在文件 SkillMeshEffect.h 第 32 行定义.
被这些函数引用 SkillMeshEffect().
◆ operator=()
|
delete |
◆ play()
|
noexcept |
Restart playback and clear any retained ribbon samples.
在文件 SkillMeshEffect.cpp 第 47 行定义.
◆ stop()
| void eve::stylize::SkillMeshEffect::stop | ( | float | fadeOutSeconds = 0.f | ) |
Stop playback, optionally fading from the current envelope.
在文件 SkillMeshEffect.cpp 第 52 行定义.
◆ trail() [1/2]
| TrailEmitter & eve::stylize::SkillMeshEffect::trail | ( | ) |
Return the owned ribbon or throw when this recipe has no ribbon.
在文件 SkillMeshEffect.cpp 第 35 行定义.
◆ trail() [2/2]
| const TrailEmitter & eve::stylize::SkillMeshEffect::trail | ( | ) | const |
Return the owned ribbon or throw when this recipe has no ribbon.
在文件 SkillMeshEffect.cpp 第 40 行定义.
◆ update()
| void eve::stylize::SkillMeshEffect::update | ( | float | dtSeconds | ) |
Advance all owned deterministic runtime state.
在文件 SkillMeshEffect.cpp 第 57 行定义.
该类的文档由以下文件生成:
- src/modules/stylize/SkillMeshEffect.h
- src/modules/stylize/SkillMeshEffect.cpp