Open 3D Engine AtomLyIntegration Gem API Reference 23.10.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
AZ::Render::MeshComponentRequests Class Referenceabstract

#include <MeshComponentBus.h>

Inherits AZ::ComponentBus.

Public Member Functions

virtual void SetModelAsset (Data::Asset< RPI::ModelAsset > modelAsset)=0
 Sets the model asset used by the component.
 
virtual Data::Asset< const RPI::ModelAsset > GetModelAsset () const =0
 Returns the model asset used by the component.
 
virtual void SetModelAssetId (Data::AssetId modelAssetId)=0
 Sets the model used by the component via its AssetId.
 
virtual Data::AssetId GetModelAssetId () const =0
 Returns the AssetId for the model used by the component.
 
virtual void SetModelAssetPath (const AZStd::string &path)=0
 Sets the model used by the component via its path.
 
virtual AZStd::string GetModelAssetPath () const =0
 Returns the path for the model used by the component.
 
virtual Data::Instance< RPI::Model > GetModel () const =0
 Returns the model instance used by the component.
 
virtual void SetSortKey (RHI::DrawItemSortKey sortKey)=0
 
virtual RHI::DrawItemSortKey GetSortKey () const =0
 Returns the sort key for the component.
 
virtual void SetIsAlwaysDynamic (bool isAlwaysDynamic)=0
 Sets if this model should be considered to be always moving, even when the transform doesn't change. Useful for things like vertex shader animation.
 
virtual bool GetIsAlwaysDynamic () const =0
 Returns if this model is considered to always be moving.
 
virtual void SetLodType (RPI::Cullable::LodType lodType)=0
 Sets the LodType, which determines how Lods will be selected during rendering.
 
virtual RPI::Cullable::LodType GetLodType () const =0
 Returns the LodType.
 
virtual void SetLodOverride (RPI::Cullable::LodOverride lodOverride)=0
 Sets the Lod that is rendered for all views when used with LodType::SpecificLod.
 
virtual RPI::Cullable::LodOverride GetLodOverride () const =0
 Returns the LodOverride.
 
virtual void SetMinimumScreenCoverage (float minimumScreenCoverage)=0
 
virtual float GetMinimumScreenCoverage () const =0
 Returns the minimum screen coverage.
 
virtual void SetQualityDecayRate (float qualityDecayRate)=0
 
virtual float GetQualityDecayRate () const =0
 Returns the quality decay rate.
 
virtual void SetVisibility (bool visible)=0
 Sets if the model should be visible (true) or hidden (false).
 
virtual bool GetVisibility () const =0
 
virtual void SetRayTracingEnabled (bool enabled)=0
 Enables (true) or disables (false) ray tracing for this model.
 
virtual bool GetRayTracingEnabled () const =0
 Returns whether ray tracing is enabled (true) or disabled (false) for this model.
 
virtual void SetExcludeFromReflectionCubeMaps (bool excludeFromReflectionCubeMaps)=0
 Sets the option to exclude this mesh from baked reflection probe cubemaps.
 
virtual bool GetExcludeFromReflectionCubeMaps () const =0
 Returns whether this mesh is excluded from baked reflection probe cubemaps.
 
virtual AZ::Aabb GetWorldBounds ()=0
 Returns the axis-aligned bounding box for the model at its world position.
 
virtual AZ::Aabb GetLocalBounds ()=0
 Returns the axis-aligned bounding box in model space.
 

Detailed Description

MeshComponentRequestBus provides an interface to request operations on a MeshComponent

Member Function Documentation

◆ GetVisibility()

virtual bool AZ::Render::MeshComponentRequests::GetVisibility ( ) const
pure virtual

Returns the visibility. If the model is visible (true), that only means that it has not been explicitly hidden. The model may still not be visible by any views being rendered. If it is not visible (false), it will not be rendered by any views, regardless of whether or not the model is in the view frustum.

◆ SetMinimumScreenCoverage()

virtual void AZ::Render::MeshComponentRequests::SetMinimumScreenCoverage ( float  minimumScreenCoverage)
pure virtual

Sets the minimum screen coverage. the minimum proportion of screen area an entity takes up when used with LodType::ScreenCoverage. If the entity is smaller than the minimum coverage, it is culled.

◆ SetQualityDecayRate()

virtual void AZ::Render::MeshComponentRequests::SetQualityDecayRate ( float  qualityDecayRate)
pure virtual

Sets the quality rate at which mesh quality decays. (0 -> always stay highest quality lod, 1 -> quality falls off to lowest quality lod immediately).

◆ SetSortKey()

virtual void AZ::Render::MeshComponentRequests::SetSortKey ( RHI::DrawItemSortKey  sortKey)
pure virtual

Sets the sort key for the component. Transparent models are drawn in order first by sort key, then depth. Use this to force certain transparent models to draw before or after others.


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