fsVfxSpawnInWorld_EX1
The fsVfxSpawnInWorld_EX1 function can be used to spawn a visual effect in the world using a given referential.
Syntax
FsVFXId fsVfxSpawnInWorld_EX1(
const char* strGuid,
FsVec3d lla,
FsVec3d pbh = { 0, 0, 0 },
float minEmissionTime = -1.f,
FsVfxGraphParam* graphParams = nullptr,
int graphParamsSize = 0,
eFsWorldReference ref = FsWorldReferenceEllispoid
);
```
##### Members
Parameters
Description
strGuid
The GUID guid of the vfx to spawn, as a string, for example: “7E68323C-E75D-4F5B-988E-65DD4956F6BA”. This is a required parameter with no default value.
lla
The Latitude, Longitude and Altitude where the VFX will be spawned in the world. This is a required parameter with no default value.
pbh
The Pitch, Bank, and Heading of the VFX (in degrees). The default values are: {0, 0, 0}
minEmissionTime
The time from which fsVFXIsMinTimePassed will be TRUE. Reaching this time has no other impact on the VFX, and if set to -1 then fsVFXIsMinTimePassed will be TRUE from the moment the VFX instance is spawned. The default value is: -1.f
graphParams
An array of graph parameters for the VFX. The default value is: nullptr
graphParamsSize
The size of the graphParams array. The default value is: 0
ref
The world referential in which the VFX will be spawned, used to compute the height. The default value is : eFsWorldReferenceEllipsoid
##### Return Values
The function returns a VFX ID which can be used in most of the other VFX API functions. If something has gone wrong and the function fails, `FSVFXID_NULL` will be returned. The VFX creation may fail if:
- the pointer to `strGuid` is not valid
- the VFX associated with the GUID is not loaded in the simulation (possibly because the VFX doesn't exist)
- the VFX has been spawned too far away (ie: further than all the `MaxEmissionDistance` of the emmiters)
##### Example
``` wasm
FsVec3d lla = { 36.151591, -5.340841, 58.154 };
FsVec3d pbh = { 0, 0, 0 };
FsVfxGraphParam graphParams[3];
graphParams[0].paramName = "ColorR";
graphParams[0].RPNExpression = "0";
graphParams[1].paramName = "ColorG";
graphParams[1].RPNExpression = "0";
graphParams[2].paramName = "ColorB";
graphParams[2].RPNExpression = "1";
g_SpawnVars.fxInWorldId = fsVfxSpawnInWorld_EX1("AAF9ECBE-C092-429A-877B-D41357D1E519", lla, pbh, -1, graphParams, 3, FsWorldReferenceGeoid);Remarks
When spawned a VFX instance will start playing automatically. Also note that all VFX that you spawn in the world should be destroyed when no longer required using the fsVfxDestroyInstance function.
