IEffectsWorld class
An effects world is a space in the game which contains effects.
The equivalent in models would be Graphics::
Derived classes
- class cEffectsWorld
Public functions
- auto AddRef() -> int pure virtual
- auto Release() -> int pure virtual
- 
              auto CreateVisualEffect(uint32_t instanceID, uint32_ t groupID, IVisualEffectPtr& dst) -> bool pure virtual 
- Creates a new instance of an effect of the given name.
- auto SetState(SwarmState state) -> void pure virtual
- Sets the current state of the effect world.
- auto GetState() -> SwarmState pure virtual
- Returns the current state of the effect world.
- auto SetLOD(float, int) -> void pure virtual
- auto SetDefaultTimeline(int timelineType) -> void pure virtual
- auto SetRenderer(void*) -> void pure virtual
- auto GetRenderer() -> void* pure virtual
- auto SetParamUpdateFlags(int) -> void pure virtual
- auto GetParamUpdateFlags() -> int pure virtual
- auto GetGlobalParams() -> cGlobalParams* pure virtual
- auto GetManager() -> IEffectsManager* pure virtual
- auto KillAllEffects() -> void pure virtual
- auto KillOrphanedEffects() -> void pure virtual
- auto ManualUpdate(float, float, void*) -> void pure virtual
- auto ResetState() -> void pure virtual
- auto GetActiveEffectInfo(eastl::vector<cEffectInfo>& dst, const char* pPattern, int infoLevel) -> void pure virtual
- 
              auto ApplyToActiveEffects(VisualEffectCallback_t callback, void*, int infoLevel) -> void pure virtual 
- auto Initialize() -> bool pure virtual
- auto Dispose() -> bool pure virtual
- auto DoUpdate(float, float, void*) -> void pure virtual
Function documentation
              bool Swarm::
            Creates a new instance of an effect of the given name.
| Parameters | |
|---|---|
| instanceID | The instance ID of the effect. | 
| groupID | The group ID of the effect, usually 0. | 
| dst out | An uninitialized IVisualEffectPtr where the created instance will be put. | 
| Returns | True if the method succeeded, false if the effect wasn't created. | 
The groupID is usually 0, so the first argument is the actual effect ID. An uninitialized intrusive_ptr to an IEffect must be given.
              void Swarm::
            Sets the current state of the effect world.
| Parameters | |
|---|---|
| state | |