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ezEngine
Release 25.03
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Switches child objects named 'LODn' (with n from 0 to 4) on and off, depending on how close this object is to the main camera. More...
#include <LodComponent.h>
Public Member Functions | |
virtual void | SerializeComponent (ezWorldWriter &inout_stream) const override |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (ezWorldReader &inout_stream) override |
Override this to load the current state of the component from the given stream. More... | |
virtual ezResult | GetLocalBounds (ezBoundingBoxSphere &out_bounds, bool &out_bAlwaysVisible, ezMsgUpdateLocalBounds &ref_msg) override |
Called by ezRenderComponent::OnUpdateLocalBounds(). More... | |
void | SetShowDebugInfo (bool bShow) |
Enables text output to show the current coverage value and selected LOD. | |
bool | GetShowDebugInfo () const |
void | SetOverlapRanges (bool bOverlap) |
Disabling the LOD range overlap functionality can make it easier to determine the desired coverage thresholds. | |
bool | GetOverlapRanges () const |
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void | TriggerLocalBoundsUpdate () |
Call this when some value was modified that affects the size of the local bounding box and it should be recomputed. | |
EZ_ALWAYS_INLINE ezUInt32 | GetUniqueIdForRendering (ezUInt32 uiInnerIndex=0, ezUInt32 uiInnerIndexShift=24) const |
Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
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void | SetActiveFlag (bool bEnabled) |
Sets the active flag of the component, which affects its active state. More... | |
bool | GetActiveFlag () const |
Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'. More... | |
bool | IsActive () const |
Checks whether this component is in an active state. More... | |
bool | IsActiveAndInitialized () const |
Returns whether this component is active and initialized. More... | |
bool | IsActiveAndSimulating () const |
Whether the component is currently active and simulation has been started as well. More... | |
ezComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const ezComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
ezGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const ezGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
ezWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const ezWorld * | GetWorld () const |
Returns the corresponding world for this component. | |
ezComponentHandle | GetHandle () const |
Returns a handle to this component. | |
ezUInt32 | GetUniqueID () const |
Returns the unique id for this component. | |
void | SetUniqueID (ezUInt32 uiUniqueID) |
Sets the unique id for this component. | |
void | EnsureInitialized () |
Ensures that the component is initialized. Must only be called from another component's Initialize callback. | |
void | EnsureSimulationStarted () |
Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback. | |
EZ_ALWAYS_INLINE bool | SendMessage (ezMessage &ref_msg) |
Sends a message to this component. | |
EZ_ALWAYS_INLINE bool | SendMessage (ezMessage &ref_msg) const |
void | PostMessage (const ezMessage &msg, ezTime delay=ezTime::MakeZero(), ezObjectMsgQueueType::Enum queueType=ezObjectMsgQueueType::NextFrame) const |
Queues the message for the given phase. The message is processed after the given delay in the corresponding phase. | |
virtual bool | HandlesMessage (const ezMessage &msg) const |
Returns whether the given Message is handled by this component. | |
void | SetUserFlag (ezUInt8 uiFlagIndex, bool bSet) |
Be careful to check which flags may already be in use by base classes. | |
bool | GetUserFlag (ezUInt8 uiFlagIndex) const |
Retrieves a custom flag. Index must be between 0 and 7. | |
void | SetCreatedByPrefab () |
Adds ezObjectFlags::CreatedByPrefab to the component. See the flag for details. | |
bool | WasCreatedByPrefab () const |
Checks whether the ezObjectFlags::CreatedByPrefab flag is set on this component. | |
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virtual const ezRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const ezRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
EZ_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Protected Member Functions | |
virtual void | OnActivated () override |
This method is called when the component gets activated. More... | |
virtual void | OnDeactivated () override |
This method is called when the component gets deactivated. More... | |
void | OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const |
void | OnMsgComponentInternalTrigger (ezMsgComponentInternalTrigger &msg) |
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virtual void | Deinitialize () override |
This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. More... | |
void | OnUpdateLocalBounds (ezMsgUpdateLocalBounds &msg) |
void | InvalidateCachedRenderData () |
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ezComponent () | |
Keep the constructor private or protected in derived classes, so it cannot be called manually. | |
bool | IsDynamic () const |
Returns whether this component is dynamic and thus can only be attached to dynamic game objects. | |
virtual ezWorldModuleTypeId | GetTypeId () const =0 |
virtual ezComponentMode::Enum | GetMode () const =0 |
virtual void | Initialize () |
Can be overridden for basic initialization that depends on a valid hierarchy and position. More... | |
virtual void | OnSimulationStarted () |
This method is called once for active components, at the start of the next world update, but only when the world is simulated. More... | |
void | EnableUnhandledMessageHandler (bool enable) |
By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message. | |
virtual bool | OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg) |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More... | |
virtual bool | OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg) const |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More... | |
bool | IsInitialized () const |
bool | IsInitializing () const |
bool | IsSimulationStarted () const |
Protected Attributes | |
ezInt8 | m_iCurLod = -1 |
ezVec3 | m_vBoundsOffset = ezVec3::MakeZero() |
float | m_fBoundsRadius = 1.0f |
ezStaticArray< float, 4 > | m_LodThresholds |
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const ezRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Additional Inherited Members | |
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static ezUInt32 | GetUniqueIdForRendering (const ezComponent &component, ezUInt32 uiInnerIndex=0, ezUInt32 uiInnerIndexShift=24) |
Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
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static const ezRTTI * | GetStaticRTTI () |
Switches child objects named 'LODn' (with n from 0 to 4) on and off, depending on how close this object is to the main camera.
The LOD (level-of-detail) component is used to reduce the performance impact of complex objects when they are far away. To do so, a "LOD object" consists of multiple states, from highly detailed to very coarse. By convention the highly detailed object is called 'LOD0' and the lesser detailed objects are called 'LOD1', 'LOD2', 'LOD3' and finally 'LOD4'.
This component calculates how large it roughly appears on screen (at it's current distance). This is called the 'coverage' value. Using user defined coverage thresholds, it then selects which LOD child object to activate. All others get deactivated. The LODs have to be direct child objects called 'LOD0' to 'LOD4'. Other child objects are not affected.
How many LODs are used depends on the number of elements in the 'LodThresholds' array. The array describes up to which coverage value each LOD is used. Thus if it contains one value, two LODs will be used, LOD0 for coverage values above the specified threshold, and LOD1 at lower coverage values.
To see the current coverage, enable the debug drawing.
The coverage calculation uses spherical bounds. It should be configured to encompass the geometry of all LODs.
To prevent LODs switching back and forth at one exact boundary, the LOD ranges may overlap by a fixed percentage. This way once one LOD gets activated, the coverage value has to change back quite a bit, before the previous LOD gets activated. Since this behavior can make it harder to set up the LOD thresholds, it can be deactivated, but in practice it should stay enabled.
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overridevirtual |
Override this to load the current state of the component from the given stream.
The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.
Reimplemented from ezComponent.
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overridevirtual |
Called by ezRenderComponent::OnUpdateLocalBounds().
If EZ_SUCCESS is returned, out_bounds and out_bAlwaysVisible will be integrated into the ezMsgUpdateLocalBounds ref_msg, otherwise the out values are simply ignored.
Implements ezRenderComponent.
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overrideprotectedvirtual |
This method is called when the component gets activated.
By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.
Reimplemented from ezRenderComponent.
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overrideprotectedvirtual |
This method is called when the component gets deactivated.
Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.
Reimplemented from ezRenderComponent.