ezEngine  Release 25.03
ezCameraComponent Class Reference

Adds a camera to the scene. More...

#include <CameraComponent.h>

Inheritance diagram for ezCameraComponent:

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...
 
void SetUsageHint (ezEnum< ezCameraUsageHint > val)
 Sets what the camera should be used for.
 
ezEnum< ezCameraUsageHintGetUsageHint () const
 
void SetRenderTargetFile (ezStringView sFile)
 Sets the asset name (or path) to a render target resource, in case this camera should render to texture.
 
ezStringView GetRenderTargetFile () const
 
void SetRenderTargetRectOffset (ezVec2 value)
 An offset to render only to a part of a texture.
 
ezVec2 GetRenderTargetRectOffset () const
 
void SetRenderTargetRectSize (ezVec2 value)
 A size to render only to a part of a texture.
 
ezVec2 GetRenderTargetRectSize () const
 
void SetCameraMode (ezEnum< ezCameraMode > val)
 Specifies whether the camera should be perspective or orthogonal and how to use the aspect ratio.
 
ezEnum< ezCameraModeGetCameraMode () const
 
void SetNearPlane (float fVal)
 Configures the distance of the near plane. Objects in front of the near plane get culled and clipped.
 
float GetNearPlane () const
 
void SetFarPlane (float fVal)
 Configures the distance of the far plane. Objects behin the far plane get culled and clipped.
 
float GetFarPlane () const
 
void SetFieldOfView (float fVal)
 Sets the opening angle of the perspective view frustum. Whether this means the horizontal or vertical angle is determined by the camera mode.
 
float GetFieldOfView () const
 
void SetOrthoDimension (float fVal)
 Sets the size of the orthogonal view frustum. Whether this means the horizontal or vertical size is determined by the camera mode.
 
float GetOrthoDimension () const
 
ezRenderPipelineResourceHandle GetRenderPipeline () const
 Returns the handle to the render pipeline that is in use.
 
ezViewHandle GetRenderTargetView () const
 Returns a handle to the view that the camera renders to.
 
void SetRenderPipelineEnum (const char *szFile)
 Sets the name of the render pipeline to use.
 
const char * GetRenderPipelineEnum () const
 
void SetAperture (float fAperture)
 
float GetAperture () const
 
void SetShutterTime (ezTime shutterTime)
 
ezTime GetShutterTime () const
 
void SetISO (float fISO)
 
float GetISO () const
 
void SetExposureCompensation (float fEC)
 
float GetExposureCompensation () const
 
float GetEV100 () const
 
float GetExposure () const
 
void ApplySettingsToView (ezView *pView) const
 
- 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.
 

Public Attributes

ezTagSet m_IncludeTags
 If non-empty, only objects with these tags will be included in this camera's output.
 
ezTagSet m_ExcludeTags
 If non-empty, objects with these tags will be excluded from this camera's output.
 

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...
 
- 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 Deinitialize ()
 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 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
 

Additional Inherited Members

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

Detailed Description

Adds a camera to the scene.

Cameras have different use cases which are selected through the ezCameraUsageHint property. A game needs (exactly) one camera with the usage hint "MainView", since that is what the renderer uses to render the output. Other cameras are optional or for specialized use cases.

The camera component defines the field-of-view, near and far clipping plane distances, which render pipeline to use, which objects to include and exclude in the rendered image and various other options.

A camera object may be created and controlled through a player prefab, for example in a first person or third person game. It may also be created by an ezGameState and controlled by its game logic, for example in top-down games that don't really have a player object.

Ultimately camera components don't have functionality, they mostly exist and store some data. It is the game state's decision how the game camera works. By default, the game state iterates over all camera components and picks the best one (usually the "MainView") to place the renderer camera.

Member Function Documentation

◆ DeserializeComponent()

void ezCameraComponent::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.

◆ OnActivated()

void ezCameraComponent::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 ezComponent.

◆ OnDeactivated()

void ezCameraComponent::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 ezComponent.


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