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ezEngine
Release 25.03
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Projects a decal texture onto geometry within a box volume. More...
#include <DecalComponent.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 | SetExtents (const ezVec3 &value) |
Sets the extents of the box inside which to project the decal. | |
const ezVec3 & | GetExtents () const |
void | SetSizeVariance (float fVariance) |
The size variance defines how much the size may randomly deviate, such that the decals look different. | |
float | GetSizeVariance () const |
void | SetColor (ezColorGammaUB color) |
An additional tint color for the decal. | |
ezColorGammaUB | GetColor () const |
void | SetEmissiveColor (ezColor color) |
An additional emissive color to make the decal glow. | |
ezColor | GetEmissiveColor () const |
void | SetInnerFadeAngle (ezAngle fadeAngle) |
At which angle between the decal orientation and the surface it is projected onto, to start fading the decal out. | |
ezAngle | GetInnerFadeAngle () const |
void | SetOuterFadeAngle (ezAngle fadeAngle) |
At which angle between the decal orientation and the surface it is projected onto, to fully fade out the decal. | |
ezAngle | GetOuterFadeAngle () const |
void | SetSortOrder (float fOrder) |
If multiple decals are in the same location, this allows to tweak which one is rendered on top. | |
float | GetSortOrder () const |
void | SetWrapAround (bool bWrapAround) |
Whether the decal projection should use a kind of three-way texture mapping to wrap the image around curved geometry. | |
bool | GetWrapAround () const |
void | SetMapNormalToGeometry (bool bMapNormal) |
bool | GetMapNormalToGeometry () const |
void | SetDecal (ezUInt32 uiIndex, const ezDecalResourceHandle &hResource) |
Sets the decal resource to use. If more than one is set, a random one will be chosen. More... | |
const ezDecalResourceHandle & | GetDecal (ezUInt32 uiIndex) const |
void | SetProjectionAxis (ezEnum< ezBasisAxis > projectionAxis) |
Sets the cardinal axis into which the decal projection should be. | |
ezEnum< ezBasisAxis > | GetProjectionAxis () const |
void | SetApplyOnlyTo (ezGameObjectHandle hObject) |
If set, the decal only appears on the given object. More... | |
ezGameObjectHandle | GetApplyOnlyTo () const |
ezUInt32 | DecalFile_GetCount () const |
ezString | DecalFile_Get (ezUInt32 uiIndex) const |
void | DecalFile_Set (ezUInt32 uiIndex, ezString sFile) |
void | DecalFile_Insert (ezUInt32 uiIndex, ezString sFile) |
void | DecalFile_Remove (ezUInt32 uiIndex) |
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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. | |
Public Attributes | |
ezVarianceTypeTime | m_FadeOutDelay |
If non-zero, the decal fades out after this time and then vanishes. | |
ezTime | m_FadeOutDuration |
How much time the fade out takes. | |
ezEnum< ezOnComponentFinishedAction > | m_OnFinishedAction |
If fade-out is used, the decal may delete itself afterwards. | |
Protected Member Functions | |
virtual void | OnSimulationStarted () override |
This method is called once for active components, at the start of the next world update, but only when the world is simulated. More... | |
virtual void | OnActivated () override |
This method is called when the component gets activated. More... | |
virtual ezResult | GetLocalBounds (ezBoundingBoxSphere &bounds, bool &bAlwaysVisible, ezMsgUpdateLocalBounds &msg) override |
Called by ezRenderComponent::OnUpdateLocalBounds(). More... | |
void | OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const |
void | SetApplyToRef (const char *szReference) |
void | UpdateApplyTo () |
void | OnTriggered (ezMsgComponentInternalTrigger &msg) |
void | OnMsgDeleteGameObject (ezMsgDeleteGameObject &msg) |
void | OnMsgOnlyApplyToObject (ezMsgOnlyApplyToObject &msg) |
void | OnMsgSetColor (ezMsgSetColor &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... | |
virtual void | OnDeactivated () override |
This method is called when the component gets deactivated. 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... | |
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 | |
ezVec3 | m_vExtents = ezVec3(1.0f) |
float | m_fSizeVariance = 0 |
ezColorGammaUB | m_Color = ezColor::White |
ezColor | m_EmissiveColor = ezColor::Black |
ezAngle | m_InnerFadeAngle = ezAngle::MakeFromDegree(50.0f) |
ezAngle | m_OuterFadeAngle = ezAngle::MakeFromDegree(80.0f) |
float | m_fSortOrder = 0 |
bool | m_bWrapAround = false |
bool | m_bMapNormalToGeometry = false |
ezUInt8 | m_uiRandomDecalIdx = 0xFF |
ezEnum< ezBasisAxis > | m_ProjectionAxis |
ezHybridArray< ezDecalResourceHandle, 1 > | m_Decals |
ezGameObjectHandle | m_hApplyOnlyToObject |
ezUInt32 | m_uiApplyOnlyToId = 0 |
ezTime | m_StartFadeOutTime |
ezUInt32 | m_uiInternalSortKey = 0 |
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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 () |
Projects a decal texture onto geometry within a box volume.
This is used to add dirt, scratches, signs and other surface imperfections to geometry. The component uses a box shape to define the position and volume and projection direction. This can be set up in a level to add detail, but it can also be used by dynamic effects such as bullet hits, to visualize the impact. To add variety a prefab may use different textures and vary in size.
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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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overrideprotectedvirtual |
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 once for active components, at the start of the next world update, but only when the world is simulated.
This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().
However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.
Additionally, OnSimulationStarted() is only executed once, even if the ezWorld pauses and resumes world simulation multiple times. However, note that it will be called again after the component has been deactivated and is activated again.
Reimplemented from ezComponent.
void ezDecalComponent::SetApplyOnlyTo | ( | ezGameObjectHandle | hObject | ) |
If set, the decal only appears on the given object.
This is typically used to limit the decal to a single dynamic object, such that damage decals don't project onto static geometry and other objects.
void ezDecalComponent::SetDecal | ( | ezUInt32 | uiIndex, |
const ezDecalResourceHandle & | hResource | ||
) |
Sets the decal resource to use. If more than one is set, a random one will be chosen.
Indices that are written to will be created on-demand.