Allows for attaching particle effects to characters. More...
#include
Inherits IAttachmentObject.
Public Member Functions | |
| virtual EType | GetAttachmentType () override |
| CEffectAttachment (const char *effectName, const Vec3 &offset, const Vec3 &dir, f32 scale=1.0f, bool prime=false) | |
| CEffectAttachment (IParticleEffect *pParticleEffect, const Vec3 &offset, const Vec3 &dir, f32 scale=1.0f, bool prime=false) | |
| IParticleEmitter * | GetEmitter () |
| virtual void | ProcessAttachment (IAttachment *pIAttachment) override |
| virtual AABB | GetAABB () const override |
| virtual float | GetRadiusSqr () const override |
| void | Release () override |
| IMaterial * | GetBaseMaterial (uint32 nLOD) const override |
| void | SetReplacementMaterial (IMaterial *pMaterial, uint32 nLOD) override |
| IMaterial * | GetReplacementMaterial (uint32 nLOD) const override |
| void | SetSpawnParams (const SpawnParams ¶ms) |
| void | ClearParticleAttributes () |
| void | AppendParticleAttribute (const string &name, const IParticleAttributes::TValue &value) |
Public Member Functions inherited from IAttachmentObject | |
| virtual void | RenderAttachment (SRendParams &rParams, const SRenderingPassInfo &passInfo) |
| virtual bool | PhysicalizeAttachment (IAttachmentManager *pManager, int idx, int nLod, IPhysicalEntity *pent, const Vec3 &offset) |
| virtual bool | UpdatePhysicalizedAttachment (IAttachmentManager *pManager, int idx, IPhysicalEntity *pent, const QuatT &offset) |
| virtual IStatObj * | GetIStatObj () const |
| virtual ICharacterInstance * | GetICharacterInstance () const |
| virtual IAttachmentSkin * | GetIAttachmentSkin () const |
| virtual const char * | GetObjectFilePath () const |
| virtual void | OnRemoveAttachment (IAttachmentManager *pManager, int idx) |
Additional Inherited Members | |
Public Types inherited from IAttachmentObject | |
| enum | EType { eAttachment_Unknown, eAttachment_StatObj, eAttachment_Skeleton, eAttachment_SkinMesh, eAttachment_Entity, eAttachment_Light, eAttachment_Effect } |
Allows for attaching particle effects to characters.