![]() |
ezEngine
Release 25.03
|
Adds a camera to the scene. More...
#include <CameraComponent.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... | |
void | SetUsageHint (ezEnum< ezCameraUsageHint > val) |
Sets what the camera should be used for. | |
ezEnum< ezCameraUsageHint > | GetUsageHint () 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< ezCameraMode > | GetCameraMode () 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 |
![]() | |
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. | |
![]() | |
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. | |
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... | |
![]() | |
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 const ezRTTI * | GetStaticRTTI () |
![]() | |
const ezRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
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.
|
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.
|
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 ezComponent.
|
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 ezComponent.