class
#include <Spore/Swarm/IEffectsWorld.h>
IEffectsWorld An effects world is a space in the game which contains effects.
Contents
- Reference
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.
- void SetState(SwarmState state) pure virtual
- Sets the current state of the effect world.
- auto GetState() -> SwarmState pure virtual
- Returns the current state of the effect world.
- void SetLOD(float, int) pure virtual
- void SetDefaultTimeline(int timelineType) pure virtual
- void SetRenderer(void*) pure virtual
- auto GetRenderer() -> void* pure virtual
- void SetParamUpdateFlags(int) pure virtual
- auto GetParamUpdateFlags() -> int pure virtual
- auto GetGlobalParams() -> cGlobalParams* pure virtual
- auto GetManager() -> IEffectsManager* pure virtual
- void KillAllEffects() pure virtual
- void KillOrphanedEffects() pure virtual
- void ManualUpdate(float, float, void*) pure virtual
- void ResetState() pure virtual
- void GetActiveEffectInfo(eastl::vector<cEffectInfo>& dst, const char* pPattern, int infoLevel) pure virtual
-
void ApplyToActiveEffects(VisualEffectCallback_
t callback, void*, int infoLevel) pure virtual - auto Initialize() -> bool pure virtual
- auto Dispose() -> bool pure virtual
- void DoUpdate(float, float, void*) pure virtual
Function documentation
bool Swarm:: IEffectsWorld:: CreateVisualEffect(uint32_t instanceID,
uint32_t groupID,
IVisualEffectPtr& dst) pure virtual
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:: IEffectsWorld:: SetState(SwarmState state) pure virtual
Sets the current state of the effect world.
Parameters | |
---|---|
state |