Mirror¶
Inherits: Shape
C++ type: Mirror
Description¶
A flat mesh that reflects the scene — a true planar reflection, used for mirrors, still
water, and polished floors. Constructing a Mirror attaches a MirrorComponent to the
entity; the engine creates and drives the reflection camera internally, so no camera or
texture wiring is required.
Mirror inherits Shape, so it builds its own surface. Use
createWall — its +Z normal matches the default normal, so an
upright mirror needs no rotation.
See Rendering Pipeline — Mirrors and planar reflections for how the reflection is rendered and what it costs.
To make an existing mesh reflective instead — a floor, a model surface — use Mesh::setAsMirror, which attaches the same component without replacing the geometry.
Properties¶
| Type | Name | Default | Langs |
|---|---|---|---|
| Vector3 | normal | Vector3(0, 0, 1) |
C++ | Lua |
Methods¶
| Type | Name | Langs |
|---|---|---|
| void | setNormal | C++ | Lua |
| Vector3 | getNormal | C++ | Lua |
Property details¶
normal¶
- Setter: void setNormal(Vector3 normal)
- Setter: void setNormal(const float x, const float y, const float z)
- Getter: Vector3 getNormal() const
The reflecting surface direction in the mesh's local space. It is transformed by the entity's world rotation to build the mirror plane, so rotating the entity orients the reflection automatically.
The default +Z matches a Wall. Pass Vector3(0, 1, 0) for a horizontal
surface such as a createPlane floor.
If the reflection looks wrong
The reflection image is the same whichever way the normal points, but the behind-the-mirror clipping depends on its sign. If the reflection is clipped on the wrong side, flip the sign of the normal.