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    Class EnvironmentProbe

    Environment Probe can capture space around the objects to provide reflections.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Actor
    EnvironmentProbe
    Inherited Members
    Actor::_box
    Actor::_drawCategory
    Actor::_drawNoCulling
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    Actor::_isActive
    Actor::_isActiveInHierarchy
    Actor::_isEnabled
    Actor::_isHierarchyDirty
    Actor::_isPrefabRoot
    Actor::_layer
    Actor::_localTransform
    Actor::_name
    SceneObject::_parent
    Actor::_physicsScene
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Actor::_scene
    Actor::_sphere
    Actor::_staticFlags
    Actor::_transform
    ScriptingObject::_type
    Actor::AddMovement(const Vector3& translation)
    Actor::AddMovement(const Vector3& translation, const Quaternion& rotation)
    Actor::AddScript()
    Actor::AddStaticFlags(StaticFlags flags)
    Actor::AddTag(const Tag& tag)
    Actor::AddTagRecursive(const Tag& tag)
    EnvironmentProbe
    Actor::BeginPlay(SceneBeginData* data)
    Actor::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    Actor::ChangeScriptOrder(Script* script, int32 newIndex)
    Actor::Children
    Actor::Clone()
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Actor::DEPRECATED("Use HasTag instead") const String& GetTag()
    Actor::DEPRECATED("Use AddTag instead") void SetTag(const StringView& value)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    EnvironmentProbe
    Actor::DestroyChildren(float timeLeft = 0.0f)
    ScriptingObject::DestroyManaged()
    Actor::Draw(RenderContextBatch& renderContextBatch)
    Actor::EndPlay()
    Actor::FindActor(const StringView& name)
    Actor::FindActor(const MClass* type, bool activeOnly=false)
    Actor::FindActor(const MClass* type, const StringView& name)
    Actor::FindActor(const MClass* type, const Tag& tag, bool activeOnly=false)
    Actor::FindActor()
    Actor::FindActor(const Tag& tag)
    Actor::FindScript(const MClass* type)
    Actor::FindScript()
    Object::Flags
    Actor::FromBytes(const Span<byte>& data, Array<Actor* >& output, ISerializeModifier* modifier)
    Actor::FromBytes(const Span<byte>& data)
    Actor::FromBytes(const Span<byte>& data, const Dictionary<Guid, Guid, HeapAllocation>& idsMapping)
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Actor::FromJson(const StringAnsiView& json)
    Actor::GetBox()
    Actor::GetBoxWithChildren()
    Actor::GetChild(int32 index)
    Actor::GetChild(const StringView& name)
    Actor::GetChild(const MClass* type)
    Actor::GetChild()
    Actor::GetChildren(const MClass* type)
    Actor::GetChildren()
    Actor::GetChildrenCount()
    ScriptingObject::GetClass()
    Actor::GetDirection()
    Actor::GetEditorBoxChildren()
    ScriptingObject::GetID()
    Actor::GetIsActive()
    Actor::GetLayer()
    Actor::GetLayerMask()
    Actor::GetLayerName()
    Actor::GetLocalOrientation()
    Actor::GetLocalPosition()
    Actor::GetLocalScale()
    Actor::GetLocalToWorldMatrix(Matrix& localToWorld)
    Actor::GetLocalToWorldMatrix(Double4x4& localToWorld)
    Actor::GetLocalTransform()
    ScriptingObject::GetManagedInstance()
    Actor::GetName()
    SceneObject::GetNamePath(Char separatorChar='/')
    Actor::GetOrAddChild()
    ScriptingObject::GetOrCreateManagedInstance()
    Actor::GetOrderInParent()
    Actor::GetOrientation()
    SceneObject::GetParent()
    Actor::GetPerInstanceRandom()
    Actor::GetPhysicsScene()
    Actor::GetPosition()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Actor::GetPrefabRoot()
    Actor::GetRotation()
    Actor::GetScale()
    Actor::GetScene()
    Actor::GetSceneObjectId()
    Actor::GetSceneRendering()
    Actor::GetScript(int32 index)
    Actor::GetScript(const MClass* type)
    Actor::GetScript()
    Actor::GetScriptByID(const Guid& id)
    Actor::GetScripts(const MClass* type)
    Actor::GetScripts()
    Actor::GetScriptsCount()
    Actor::GetSphere()
    Actor::GetStaticFlags()
    Actor::GetTransform()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    Actor::GetWorldToLocalMatrix(Matrix& worldToLocal)
    Actor::GetWorldToLocalMatrix(Double4x4& worldToLocal)
    Actor::HasActorInChildren(Actor* a)
    Actor::HasActorInHierarchy(Actor* a)
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Actor::HasScene()
    Actor::HasStaticFlag(StaticFlags flag)
    Actor::HasTag()
    Actor::HasTag(const Tag& tag)
    Actor::HasTag(const StringView& tag)
    Actor::HideFlags
    Actor::Initialize()
    Actor::InitializeHierarchy()
    Actor::Intersects(const Ray& ray, Real& distance, Vector3& normal)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    Actor::IsActiveInHierarchy()
    SceneObject::IsDuringPlay()
    Actor::IsPrefabRoot()
    ScriptingObject::IsRegistered()
    Actor::IsStatic()
    Actor::IsTransformStatic()
    Actor::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    Actor::LookAt(const Vector3& worldPos)
    Actor::LookAt(const Vector3& worldPos, const Vector3& worldUp)
    Actor::LookingAt(const Vector3& worldPos)
    Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp)
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Actor::OnActiveChanged()
    Actor::OnActiveInTreeChanged()
    Actor::OnBeginPlay()
    Actor::OnDebugDraw()
    Actor::OnDeleteObject()
    Actor::OnEndPlay()
    ScriptingObject::OnManagedInstanceDeleted()
    Actor::OnOrderInParentChanged()
    Actor::OnParentChanged()
    Actor::OnPhysicsSceneChanged(PhysicsScene* previous)
    ScriptingObject::OnScriptingDispose()
    Actor::OnStaticFlagsChanged()
    EnvironmentProbe
    ScriptingObject::RegisterObject()
    Actor::RemoveStaticFlags(StaticFlags flags)
    Actor::RemoveTag(const Tag& tag)
    Actor::ResetLocalTransform()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Actor::Scripts
    EnvironmentProbe
    EnvironmentProbe
    Actor::SetDirection(const Float3& value)
    Actor::SetIsActive(bool value)
    Actor::SetLayer(int32 layerIndex)
    Actor::SetLayerName(const StringView& value)
    Actor::SetLayerNameRecursive(const StringView& value)
    Actor::SetLayerRecursive(int32 layerIndex)
    Actor::SetLocalOrientation(const Quaternion& value)
    Actor::SetLocalPosition(const Vector3& value)
    Actor::SetLocalScale(const Float3& value)
    Actor::SetLocalTransform(const Transform& value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    Actor::SetName(String&& value)
    Actor::SetName(const StringView& value)
    Actor::SetOrderInParent(int32 index)
    Actor::SetOrientation(const Quaternion& value)
    Actor::SetParent(Actor* value, bool worldPositionsStays, bool canBreakPrefabLink)
    Actor::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    Actor::SetPhysicsScene(PhysicsScene* scene)
    Actor::SetPosition(const Vector3& value)
    Actor::SetRotation(const Matrix& value)
    Actor::SetScale(const Float3& value)
    Actor::SetStaticFlag(StaticFlags flag, bool value)
    Actor::SetStaticFlags(StaticFlags value)
    Actor::SetTransform(const Transform& value)
    EnvironmentProbe
    Actor::Tags
    Actor::ToBytes(const Array<Actor* >& actors, MemoryWriteStream& output)
    Actor::ToBytes(const Array<Actor* >& actors)
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    Actor::ToJson()
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Actor::ToString()
    Actor::TreeExecute(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TreeExecuteChildren(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TryGetSerializedObjectsIds(const Span<byte>& data)
    ScriptingObject::UnregisterObject()
    Actor::UnregisterObjectHierarchy()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Level/Actors/EnvironmentProbe.h
    Syntax
    public class EnvironmentProbe : public Actor

    Constructors

    ~EnvironmentProbe()

    Declaration
    public ~EnvironmentProbe()

    Fields

    Brightness

    The reflections brightness.

    Declaration
    public float Brightness = 1.0f
    Field Value
    float

    CaptureNearPlane

    The probe capture camera near plane distance.

    Declaration
    public float CaptureNearPlane = 10.0f
    Field Value
    float

    CubemapResolution

    The reflections texture resolution.

    Declaration
    public ProbeCubemapResolution CubemapResolution = ProbeCubemapResolution::UseGraphicsSettings
    Field Value
    ProbeCubemapResolution

    UpdateMode

    The probe update mode.

    Declaration
    public ProbeUpdateMode UpdateMode = ProbeUpdateMode::Manual
    Field Value
    ProbeUpdateMode

    Methods

    Bake(float timeout = 0)

    Bakes that probe. It won't be performed now but on async graphics rendering task.

    Declaration
    public void Bake(float timeout = 0)
    Parameters
    float timeout

    The timeout in seconds left to bake it (aka startup time).

    Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    Deserializes object from the input stream.

    Declaration
    public virtual void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override
    Parameters
    DeserializeStream stream

    The input stream.

    ISerializeModifier modifier

    The deserialization modifier object. Always valid.

    Overrides
    Actor::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    Draw(RenderContext& renderContext)

    Draws this actor. Called by Scene Rendering service. This call is more optimized than generic Draw (eg. geometry is rendered during all pass types but other actors are drawn only during GBufferFill pass).

    Declaration
    public virtual void Draw(RenderContext& renderContext) override
    Parameters
    RenderContext renderContext

    The rendering context.

    Overrides
    Actor::Draw(RenderContext& renderContext)

    GetCustomProbe()

    Gets the custom probe (null if using baked one or none).

    Declaration
    public CubeTexture* GetCustomProbe() const
    Returns
    CubeTexture

    GetEditorBox()

    Gets actor bounding box (single actor, no children included) for editor tools.

    Declaration
    public virtual BoundingBox GetEditorBox() const override
    Returns
    BoundingBox

    Overrides
    Actor::GetEditorBox()

    GetProbe()

    Gets the probe texture used during rendering (baked or custom one).

    Declaration
    public GPUTexture* GetProbe() const
    Returns
    GPUTexture

    GetRadius()

    Gets the probe radius.

    Declaration
    public float GetRadius() const
    Returns
    float

    GetScaledRadius()

    Gets probe scaled radius.

    Declaration
    public float GetScaledRadius() const
    Returns
    float

    HasContentLoaded()

    Returns true if actor has loaded content.

    Declaration
    public virtual bool HasContentLoaded() const override
    Returns
    bool

    Overrides
    Actor::HasContentLoaded()

    IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)

    Determines if there is an intersection between the current object and a ray.

    Declaration
    public virtual bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override
    Parameters
    Ray ray

    The ray to test.

    Real distance

    When the method completes, contains the distance of the intersection (if any valid).

    Vector3 normal

    When the method completes, contains the intersection surface normal vector (if any valid).

    Returns
    bool

    True whether the two objects intersected, otherwise false.

    Overrides
    Actor::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)

    IsUsingCustomProbe()

    True if probe is using custom cube texture (not baked).

    Declaration
    public bool IsUsingCustomProbe() const
    Returns
    bool

    OnDebugDrawSelected()

    Draws debug shapes for the selected actor and all child scripts.

    Declaration
    public virtual void OnDebugDrawSelected() override
    Overrides
    Actor::OnDebugDrawSelected()

    OnDisable()

    Called when actor gets removed from game systems. Occurs on EndPlay event or when actor gets inactivated in hierarchy. Use this event to unregister object from other game system (eg. audio).

    Declaration
    protected virtual void OnDisable() override
    Overrides
    Actor::OnDisable()

    OnEnable()

    Called when actor gets added to game systems. Occurs on BeginPlay event or when actor gets activated in hierarchy. Use this event to register object to other game system (eg. audio).

    Declaration
    protected virtual void OnEnable() override
    Overrides
    Actor::OnEnable()

    OnLayerChanged()

    Called when layer gets changed.

    Declaration
    public virtual void OnLayerChanged() override
    Overrides
    Actor::OnLayerChanged()

    OnTransformChanged()

    Called when actor transform gets changed.

    Declaration
    protected virtual void OnTransformChanged() override
    Overrides
    Actor::OnTransformChanged()

    Serialize(SerializeStream& stream, const void* otherObj)

    Serializes object to the output stream compared to the values of the other object instance (eg. default class object). If other object is null then serialize all properties.

    Declaration
    public virtual void Serialize(SerializeStream& stream, const void* otherObj) override
    Parameters
    SerializeStream stream

    The output stream.

    void otherObj

    The instance of the object to compare with and serialize only the modified properties. If null, then serialize all properties.

    Overrides
    Actor::Serialize(SerializeStream& stream, const void* otherObj)

    SetCustomProbe(CubeTexture* probe)

    Sets the custom probe (null to disable that feature).

    Declaration
    public void SetCustomProbe(CubeTexture* probe)
    Parameters
    CubeTexture probe

    Probe cube texture asset to use

    SetProbeData(GPUContext* context, GPUTexture* data)

    Action fired when probe has been baked. Copies data to the texture memory (GPU-only for real-time probes).

    Declaration
    public void SetProbeData(GPUContext* context, GPUTexture* data)
    Parameters
    GPUContext context

    The GPU context to use for probe data copying.

    GPUTexture data

    The new probe data (GPU texture).

    SetProbeData(TextureData& data)

    Action fired when probe has been baked. Imports data to the texture asset (virtual if running in game).

    Declaration
    public void SetProbeData(TextureData& data)
    Parameters
    TextureData data

    The new probe data.

    SetRadius(float value)

    Sets the probe radius.

    Declaration
    public void SetRadius(float value)
    Parameters
    float value

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