ezEngine  Release 25.03
ezLodAnimatedMeshComponent Class Reference
Inheritance diagram for ezLodAnimatedMeshComponent:

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 ezMeshRenderDataCreateRenderData () const
 
virtual ezResult GetLocalBounds (ezBoundingBoxSphere &ref_bounds, bool &ref_bAlwaysVisible, ezMsgUpdateLocalBounds &ref_msg) override
 Called by ezRenderComponent::OnUpdateLocalBounds(). More...
 
void SetColor (const ezColor &color)
 An additional tint color passed to the renderer to modify the mesh.
 
const ezColorGetColor () const
 
void SetCustomData (const ezVec4 &vData)
 An additional vec4 passed to the renderer that can be used by custom material shaders for effects.
 
const ezVec4GetCustomData () const
 
void SetSortingDepthOffset (float fOffset)
 The sorting depth offset allows to tweak the order in which this mesh is rendered relative to other meshes. More...
 
float GetSortingDepthOffset () const
 
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
 
void OnMsgSetColor (ezMsgSetColor &ref_msg)
 
void OnMsgSetCustomData (ezMsgSetCustomData &ref_msg)
 
void RetrievePose (ezDynamicArray< ezMat4 > &out_modelTransforms, ezTransform &out_rootTransform, const ezSkeleton &skeleton)
 
- Public Member Functions inherited from ezRenderComponent
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.
 
- Public Member Functions inherited from ezComponent
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...
 
ezComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const ezComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
ezGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const ezGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
ezWorldGetWorld ()
 Returns the corresponding world for this component.
 
const ezWorldGetWorld () 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.
 
- Public Member Functions inherited from ezReflectedClass
virtual const ezRTTIGetDynamicRTTI () 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 UpdateSelectedLod (const ezView &view) const
 
void OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const
 
void OnAnimationPoseUpdated (ezMsgAnimationPoseUpdated &msg)
 
void OnQueryAnimationSkeleton (ezMsgQueryAnimationSkeleton &msg)
 
void InitializeAnimationPose ()
 
void MapModelSpacePoseToSkinningSpace (const ezHashTable< ezHashedString, ezMeshResourceDescriptor::BoneData > &bones, const ezSkeleton &skeleton, ezArrayPtr< const ezMat4 > modelSpaceTransforms, ezBoundingBox *bounds)
 
- Protected Member Functions inherited from ezRenderComponent
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 ()
 
- Protected Member Functions inherited from ezComponent
 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

ezInt32 m_iCurLod = 0
 
ezDynamicArray< ezLodAnimatedMeshLodm_Meshes
 
ezColor m_Color = ezColor::White
 
ezVec4 m_vCustomData = ezVec4(0, 1, 0, 1)
 
float m_fSortingDepthOffset = 0.0f
 
ezVec3 m_vBoundsOffset = ezVec3::MakeZero()
 
float m_fBoundsRadius = 1.0f
 
ezTransform m_RootTransform = ezTransform::MakeIdentity()
 
ezBoundingBox m_MaxBounds
 
ezSkinningState m_SkinningState
 
ezSkeletonResourceHandle m_hDefaultSkeleton
 
- Protected Attributes inherited from ezComponent
const ezRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Additional Inherited Members

- Static Public Member Functions inherited from ezRenderComponent
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.
 
- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Member Function Documentation

◆ DeserializeComponent()

void ezLodAnimatedMeshComponent::DeserializeComponent ( ezWorldReader inout_stream)
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.

◆ GetLocalBounds()

ezResult ezLodAnimatedMeshComponent::GetLocalBounds ( ezBoundingBoxSphere out_bounds,
bool &  out_bAlwaysVisible,
ezMsgUpdateLocalBounds ref_msg 
)
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.

◆ OnActivated()

void ezLodAnimatedMeshComponent::OnActivated ( )
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.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezRenderComponent.

◆ OnDeactivated()

void ezLodAnimatedMeshComponent::OnDeactivated ( )
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.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezRenderComponent.

◆ SetSortingDepthOffset()

void ezLodAnimatedMeshComponent::SetSortingDepthOffset ( float  fOffset)

The sorting depth offset allows to tweak the order in which this mesh is rendered relative to other meshes.

This is mainly useful for transparent objects to render them before or after other meshes.


The documentation for this class was generated from the following files: