@modoki/engine / index / FlameMesh
Variable: FlameMesh
constFlameMesh:Trait<{additive:boolean;afterNPR:boolean;colorWaver:number;flowSpeed:number;innerAlpha:number;innerColor:number;innerIntensity:number;innerLength:number;innerScale:number;innerTipColor:number;length:number;lengthScale:number;outerAlpha:number;outerColor:number;outerIntensity:number;outerTipColor:number;radialSegments:number;radius:number;softness:number; }>
A solid, glowing two-layer "flame" rendered as a MESH (not particles) — for ship engine exhaust / gas-jet looks. It draws an OUTER cone (larger, softer, cooler) with a brighter INNER cone nested inside (the hot core), giving the characteristic gas-flame structure. Both are concave lathe cones with a TSL gradient + soft fresnel edges, and read correctly from every angle.
Each layer has its OWN base→tip color gradient, alpha and brightness, so the inner and outer flames are fully independent. flameMeshSync renders it on the PARTICLE_LAYER (composited after the NPR pass — no Sobel outline) unless afterNPR is off. Orient the entity so its local +Y points backward from the nozzle (base = nozzle, tip = +Y).
Length = length × lengthScale; game code drives lengthScale (e.g. engine throttle).