class MAGES::MeshDeformations::SceneGraph::TearActionPointEffectImplementor¶
Overview¶
Implements PointEffectData for TearActionData. Like TearActionGhostEffectImplementor, it spawns one flat, camera-facing translucent disc per volume constraint, centred on that constraint’s own four particles, showing the user where to cut. A group with N in-range constraints shows N discs. Each disc removes itself the moment its own constraint is cut, independently of its siblings; any survivors are torn down on Perform/Undo. More…
class TearActionPointEffectImplementor: public MAGES::EffectImplementor { public: // methods virtual override void Initialized(BaseActionData action); };
Inherited Members¶
public:
// properties
EffectData Data;
// methods
void CallInitialized(BaseActionData action);
void CallPerformed(BaseActionData action, bool skipped);
void CallUndone(BaseActionData action);
virtual void Initialized(BaseActionData action);
virtual void Performed(BaseActionData action, bool skipped);
virtual void Undone(BaseActionData action);
void DestroyOnPerform< T >(T target);
void DestroyOnUndo< T >(T target);
Detailed Documentation¶
Implements PointEffectData for TearActionData. Like TearActionGhostEffectImplementor, it spawns one flat, camera-facing translucent disc per volume constraint, centred on that constraint’s own four particles, showing the user where to cut. A group with N in-range constraints shows N discs. Each disc removes itself the moment its own constraint is cut, independently of its siblings; any survivors are torn down on Perform/Undo.
Unlike the ghost effect, the disc diameter is taken from PointEffectData.pointSize and the disc colour from PointEffectData.pointColor. The discs use a dedicated overlay material (OverlayShaderName) that draws over everything else, so the “where to cut” markers stay visible through the deforming mesh and any occluders.
Methods¶
virtual override void Initialized(BaseActionData action)
Initializes the effect.
Parameters:
action |
The data. |