ezEngine  Release 25.03
ezDecalComponent Class Referencefinal

Projects a decal texture onto geometry within a box volume. More...

#include <DecalComponent.h>

Inheritance diagram for ezDecalComponent:

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 ezVec3GetExtents () 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 ezDecalResourceHandleGetDecal (ezUInt32 uiIndex) const
 
void SetProjectionAxis (ezEnum< ezBasisAxis > projectionAxis)
 Sets the cardinal axis into which the decal projection should be.
 
ezEnum< ezBasisAxisGetProjectionAxis () 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)
 
- 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.
 

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< ezOnComponentFinishedActionm_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)
 
- 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 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...
 
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< ezBasisAxism_ProjectionAxis
 
ezHybridArray< ezDecalResourceHandle, 1 > m_Decals
 
ezGameObjectHandle m_hApplyOnlyToObject
 
ezUInt32 m_uiApplyOnlyToId = 0
 
ezTime m_StartFadeOutTime
 
ezUInt32 m_uiInternalSortKey = 0
 
- 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 ()
 

Detailed Description

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.

Member Function Documentation

◆ DeserializeComponent()

void ezDecalComponent::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 ezDecalComponent::GetLocalBounds ( ezBoundingBoxSphere out_bounds,
bool &  out_bAlwaysVisible,
ezMsgUpdateLocalBounds ref_msg 
)
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.

◆ OnActivated()

void ezDecalComponent::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.

◆ OnSimulationStarted()

void ezDecalComponent::OnSimulationStarted ( )
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.

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

Reimplemented from ezComponent.

◆ SetApplyOnlyTo()

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.

◆ SetDecal()

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.


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