ezEngine  Release 25.03
ezPointLightComponent Class Reference

Adds a dynamic point light to the scene, optionally casting shadows. More...

#include <PointLightComponent.h>

Inheritance diagram for ezPointLightComponent:

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 &ref_bounds, bool &ref_bAlwaysVisible, ezMsgUpdateLocalBounds &ref_msg) override
 Called by ezRenderComponent::OnUpdateLocalBounds(). More...
 
void SetRange (float fRange)
 Sets the radius of the lightsource. If zero, the radius is automatically determined from the intensity.
 
float GetRange () const
 
float GetEffectiveRange () const
 Returns the final radius of the lightsource.
 
void SetShadowFadeOutRange (float fRange)
 Sets the radius that is used to determine when to fade out shadows. If zero the radius of the lightsource is used.
 
float GetShadowFadeOutRange () const
 
- Public Member Functions inherited from ezLightComponent
void SetUsingColorTemperature (bool bUseColorTemperature)
 Used to enable kelvin color values. This is a physical representation of light color using. for more detail: https://wikipedia.org/wiki/Color_temperature.
 
bool GetUsingColorTemperature () const
 
void SetTemperature (ezUInt32 uiTemperature)
 
ezUInt32 GetTemperature () const
 
void SetLightColor (ezColorGammaUB lightColor)
 
ezColorGammaUB GetLightColor () const
 
ezColorGammaUB GetEffectiveColor () const
 
void SetIntensity (float fIntensity)
 Sets the brightness of the light source.
 
float GetIntensity () const
 
void SetSpecularMultiplier (float fSpecularMultiplier)
 
float GetSpecularMultiplier () const
 
void SetCastShadows (bool bCastShadows)
 Sets whether the light source shall cast dynamic shadows.
 
bool GetCastShadows () const
 
void SetTransparentShadows (bool bShadows)
 Sets whether transparent objects should cast shadows (emulated through dithering).
 
bool GetTransparentShadows () const
 
void SetPenumbraSize (float fPenumbraSize)
 Sets the fuzziness of the shadow edges.
 
float GetPenumbraSize () const
 
void SetSlopeBias (float fShadowBias)
 Allows to tweak how dynamic shadows are applied to reduce artifacts.
 
float GetSlopeBias () const
 
void SetConstantBias (float fShadowBias)
 Allows to tweak how dynamic shadows are applied to reduce artifacts.
 
float GetConstantBias () const
 
void OnMsgSetColor (ezMsgSetColor &ref_msg)
 
- 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

void OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const
 
- Protected Member Functions inherited from ezLightComponent
float CalculateShadowFadeOut (const ezBoundingSphere &sphere, float fShadowFadeOutRange, const ezCamera &camera, float &out_fShadowScreenSize) const
 
- 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...
 
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 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

float m_fRange = 0.0f
 
float m_fEffectiveRange = 0.0f
 
float m_fShadowFadeOutRange = 0.0f
 
- Protected Attributes inherited from ezLightComponent
ezColorGammaUB m_LightColor = ezColor::White
 
ezUInt32 m_uiTemperature = 6550
 
float m_fIntensity = 10.0f
 
float m_fSpecularMultiplier = 1.0f
 
float m_fPenumbraSize = 0.1f
 
float m_fSlopeBias = 0.25f
 
float m_fConstantBias = 0.1f
 
bool m_bCastShadows = false
 
bool m_bTransparentShadows = false
 
bool m_bUseColorTemperature = false
 
- 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 ezLightComponent
static float CalculateEffectiveRange (float fRange, float fIntensity)
 Calculates how far a light source would shine given the specified range and intensity. More...
 
static float CalculateScreenSpaceSize (const ezBoundingSphere &sphere, const ezCamera &camera)
 Calculates how large on screen (relative height) the light source would be.
 
- 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 ()
 

Detailed Description

Adds a dynamic point light to the scene, optionally casting shadows.

For performance reasons, prefer to use ezSpotLightComponent where possible. Do not use shadows just to limit the light cone, when a spot light could achieve the same.

Member Function Documentation

◆ DeserializeComponent()

void ezPointLightComponent::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 ezLightComponent.

◆ GetLocalBounds()

ezResult ezPointLightComponent::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.


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