group2 0.1.0
CSE 125 Group 2
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BeamState Struct Reference

Per-entity state of a continuous beam weapon. More...

#include <BeamState.hpp>

Public Attributes

bool active {false}
 True while the beam is firing.
uint8_t _pad [3] {}
 Padding for alignment.
WeaponType type {WeaponType::EnergyGun}
 Weapon type (selects colour / VFX).
uint8_t _pad2 [3] {}
 Padding for alignment.
glm::vec3 origin {0.0f}
 World-space beam start (eye position).
glm::vec3 hitPoint {0.0f}
 World-space beam end (hit or max range).

Detailed Description

Per-entity state of a continuous beam weapon.

When active is true the renderer draws a glow cylinder from origin to hitPoint and places dynamic point lights along the beam.

Member Data Documentation

◆ _pad

uint8_t BeamState::_pad[3] {}

Padding for alignment.

◆ _pad2

uint8_t BeamState::_pad2[3] {}

Padding for alignment.

◆ active

bool BeamState::active {false}

True while the beam is firing.

◆ hitPoint

glm::vec3 BeamState::hitPoint {0.0f}

World-space beam end (hit or max range).

◆ origin

glm::vec3 BeamState::origin {0.0f}

World-space beam start (eye position).

◆ type

WeaponType BeamState::type {WeaponType::EnergyGun}

Weapon type (selects colour / VFX).


The documentation for this struct was generated from the following file: