Owns the new explosion VFX path for rockets, frags, stickies, and molotovs.
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#include <ExplosionVfxEffect.hpp>
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| void | update (float dt, Registry ®istry, glm::vec3 camPos, glm::vec3 camForward) |
| | Advance all active explosion VFX and persistent ground fire anchors.
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| void | spawn (glm::vec3 pos, glm::vec3 normal, float radius, ExplosionVfxKind kind) |
| | Spawn a one-shot explosion burst.
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| void | driveGroundFire (entt::entity fieldEntity, glm::vec3 pos, float radius, float remaining, float duration) |
| | Drive persistent molotov ground-fire visuals from a replicated FireField.
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| const VfxSpriteParticle * | spriteData () const |
| uint32_t | spriteCount () const |
| const VfxDebrisParticle * | debrisData () const |
| uint32_t | debrisCount () const |
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| void | spawnSprite (glm::vec3 pos, glm::vec3 vel, float size, glm::vec4 color, float lifetime, float growthRate, float spinRate, float rotation, int frameStart, int frameCount, float fps, int material, float stretch, float softness, float priority) |
| void | spawnDebris (glm::vec3 pos, glm::vec3 vel, float size, glm::vec4 color, float lifetime, float gravity, float drag, float stretch) |
| void | spawnRocket (glm::vec3 pos, glm::vec3 normal, float radius) |
| void | spawnFrag (glm::vec3 pos, glm::vec3 normal, float radius) |
| void | spawnSticky (glm::vec3 pos, glm::vec3 normal, float radius) |
| void | spawnMolotovBurst (glm::vec3 pos, glm::vec3 normal, float radius) |
| void | tickGroundFire (GroundFireAnchor &anchor, float dt) |
| uint32_t | nextSeed () |
Owns the new explosion VFX path for rockets, frags, stickies, and molotovs.
This system intentionally does not call ExplosionEffect or SmokeEffect. Fire, smoke, dust, shock rings, embers, debris, scorch decals, and molotov ground flames are authored here as typed layers.
◆ debrisCount()
| uint32_t ExplosionVfxEffect::debrisCount |
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const |
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inlinenodiscard |
◆ debrisData()
◆ driveGroundFire()
| void ExplosionVfxEffect::driveGroundFire |
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entt::entity | fieldEntity, |
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glm::vec3 | pos, |
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float | radius, |
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float | remaining, |
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float | duration ) |
Drive persistent molotov ground-fire visuals from a replicated FireField.
◆ nextSeed()
| uint32_t ExplosionVfxEffect::nextSeed |
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inlinenodiscardprivate |
◆ spawn()
| void ExplosionVfxEffect::spawn |
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glm::vec3 | pos, |
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glm::vec3 | normal, |
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float | radius, |
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ExplosionVfxKind | kind ) |
Spawn a one-shot explosion burst.
◆ spawnDebris()
| void ExplosionVfxEffect::spawnDebris |
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glm::vec3 | pos, |
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glm::vec3 | vel, |
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float | size, |
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glm::vec4 | color, |
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float | lifetime, |
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float | gravity, |
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float | drag, |
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float | stretch ) |
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private |
◆ spawnFrag()
| void ExplosionVfxEffect::spawnFrag |
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glm::vec3 | pos, |
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glm::vec3 | normal, |
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float | radius ) |
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private |
◆ spawnMolotovBurst()
| void ExplosionVfxEffect::spawnMolotovBurst |
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glm::vec3 | pos, |
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glm::vec3 | normal, |
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float | radius ) |
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private |
◆ spawnRocket()
| void ExplosionVfxEffect::spawnRocket |
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glm::vec3 | pos, |
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glm::vec3 | normal, |
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float | radius ) |
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private |
◆ spawnSprite()
| void ExplosionVfxEffect::spawnSprite |
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glm::vec3 | pos, |
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glm::vec3 | vel, |
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float | size, |
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glm::vec4 | color, |
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float | lifetime, |
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float | growthRate, |
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float | spinRate, |
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float | rotation, |
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int | frameStart, |
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int | frameCount, |
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float | fps, |
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int | material, |
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float | stretch, |
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float | softness, |
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float | priority ) |
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private |
◆ spawnSticky()
| void ExplosionVfxEffect::spawnSticky |
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glm::vec3 | pos, |
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glm::vec3 | normal, |
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float | radius ) |
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private |
◆ spriteCount()
| uint32_t ExplosionVfxEffect::spriteCount |
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const |
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inlinenodiscard |
◆ spriteData()
◆ tickGroundFire()
◆ update()
| void ExplosionVfxEffect::update |
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float | dt, |
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Registry & | registry, |
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glm::vec3 | camPos, |
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glm::vec3 | camForward ) |
Advance all active explosion VFX and persistent ground fire anchors.
◆ debrisPool_
◆ groundFire_
◆ sequence_
| uint32_t ExplosionVfxEffect::sequence_ = 1 |
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private |
◆ sortedSprites_
◆ spritePool_
The documentation for this class was generated from the following files: