Expand description
Visual effects system: decals, trails, impact splats, ribbon renderers, screen-space effects, procedural destruction visuals, particle emitters, effect presets and force fields.
Re-exports§
pub use emitter::Emitter;pub use emitter::EmitterConfig;pub use emitter::EmitterPool;pub use emitter::EmitterBuilder;pub use emitter::EmitterShape;pub use emitter::SpawnMode;pub use emitter::SpawnCurve;pub use emitter::VelocityMode;pub use emitter::ColorOverLifetime;pub use emitter::SizeOverLifetime;pub use emitter::LodController;pub use emitter::LodLevel;pub use emitter::EmitterTransformAnim;pub use emitter::TransformKeyframe;pub use emitter::Particle;pub use emitter::ParticleTag;pub use emitter::lcg_f32;pub use emitter::lcg_range;pub use emitter::lcg_next;pub use effects::EffectPreset;pub use effects::EffectRegistry;pub use effects::ExplosionEffect;pub use effects::FireEffect;pub use effects::SmokeEffect;pub use effects::SparksEffect;pub use effects::BloodSplatterEffect;pub use effects::MagicAuraEffect;pub use effects::MagicElement;pub use effects::PortalSwirlEffect;pub use effects::LightningArcEffect;pub use effects::WaterSplashEffect;pub use effects::DustCloudEffect;pub use forces::ForceField;pub use forces::ForceFieldId;pub use forces::ForceFieldKind;pub use forces::ForceFieldWorld;pub use forces::ForceComposite;pub use forces::ForceBlendMode;pub use forces::ForcePresets;pub use forces::FalloffMode;pub use forces::TagMask;pub use forces::GravityWell;pub use forces::VortexField;pub use forces::TurbulenceField;pub use forces::WindZone;pub use forces::AttractorRepulsor;pub use forces::AttractorMode;pub use forces::DragField;pub use forces::BuoyancyField;pub use forces::ForceDebugSample;
Modules§
- effects
- Pre-built VFX effect presets: explosion, fire, smoke, sparks, blood, magic, portal, lightning, water splash, dust cloud — each fully parameterised and self-contained.
- emitter
- Particle emitter system: shapes, spawn modes, rate curves, transform animation, LOD.
- forces
- Force fields applied to particles: gravity well, vortex, turbulence, wind zone, attractor/repulsor, drag, buoyancy. Supports force composition and tag masking.
Structs§
- Burst
Descriptor - Compact descriptor for a particle burst spawned by VFX.
- Decal
- A projected decal placed in the world (bullet holes, blood splats, scorch marks).
- Decal
Pool - Dissolve
Effect - Dissolve/burn-away effect driven by a noise threshold.
- Electric
Arc - Procedural electricity arc between two points (used for lightning weapons, Tesla coils, etc.).
- HitFlash
- Flashes an entity’s material white on hit.
- Impact
Effect - A spawned impact effect (flash + sparks + decal + sound).
- Outline
Effect - Object outline / silhouette highlight.
- Screen
Flash - A full-screen flash overlay effect.
- Shockwave
- An expanding shockwave ring effect.
- Trail
- A ribbon trail following a moving object.
- Trail
Manager - Trail
Point - A single trail point.
- VfxManager
- Central VFX coordinator.
Enums§
- Bullet
Material - Material type for bullet impacts.
- Decal
Category - Impact
Type - VfxCommand
- High-level VFX spawn command.