Simple perspective camera.
Verse using statement |
using { /Verse.org/SceneGraph } |
Inheritance Hierarchy
This class is derived from the following hierarchy, starting with component:
| Name | Description |
|---|---|
component |
Base class for authoring logic and data in the SceneGraph. Using components you can author re-usable building blocks of logic and data which can then be added to entities in the scene. Components are a very low level building block which can be used in many ways. For example:
As components are generic there is no specific way that they must be used. It is up to the needs of your experience if you use one big game component or if you break up logic into many small components. Classes deriving from component must also specify Only one instance of a component from each subclass group can be added to an entity at a time. For example, given this group of components, only one light_component can exist on a single entity. To create multiple lights you should use multiple entities. light_component := class ============================================================================== Component Lifetime Components move through a series of lifetime functions as they are added to entities, added to the scene, and begin running in the simulation. Components should override these methods to perform setup and run their simulation. As a component shuts down it will then move through shutdown version of these
functions, giving users the opportunity to clean up any retained state on the
component before it is disposed
.
Lifetime Methods:
OnAddedToScene
OnBeginSimulation -> OnSimulate |
camera_component |
Represents the physical body, lens of the camera and other cinematographic qualities, such as sensor size, aspect ratio lock/constraint, focal length, focus distance, post-process settings, etc. |
Members
This class has both data members and functions.
Data
| Data Member Name | Type | Description |
|---|---|---|
Entity |
entity |
The parent entity of this component.
|
FarClippingPlaneDistance |
?float |
Optionally override the far clipping plane distance. If value is Inf then use the default settings |
FieldOfViewDegrees |
?float |
Horizontal field of view in degrees, specified for an aspect ratio of 16:9 /nThis is then to calculate an effective horizontal field of view for the display’s real aspect ratio /nIf for example the screen is an ultrawide (21:9, or 32:9 being common ultrawide aspect ratios) then in practice the actual field of view will be wider. This is known as the Hor+ view scaling method and is generally accepted to be the best solution for ultrawide displays. |
NearClippingPlaneDistance |
?float |
Optionally override the near clipping plane distance. If value is <= 0.0 then use the default settings |
TickEvents |
?tick_events |
Set callbacks to |
Functions
| Function Name | Description |
|---|---|
IsInScene |
Succeeds if the component is currently in the scene.
|
IsSimulating |
Succeeds if the component is currently simulating.
|
OnAddedToScene |
Called when the component is added to the scene by parenting it under the simulation entity or another entity already in the scene.
|
OnBeginSimulation |
Called when the component begins simulating within the scene.
|
OnEndSimulation |
Called when the component ends simulation within the scene.
|
OnReceive |
Respond to a scene event. Return true to consume the event and halt propagation to the next entity. |
OnRemovingFromScene |
Called when the component is about to be removed from the scene.
|
OnSimulate |
Called when the component begins simulating within the scene.
|
RemoveFromEntity |
Removes the component from the entity.
|
SendDown |
Send a scene event to this component, invoking OnReceive. Returns true if any participant consumed the event. |