The Camera that owns this filter.
Optionaltexture: string
The unique string-based key of the texture to use for displacement, which must exist in the Texture Manager. Default '__WHITE'.
Optionalx: number
The amount of horizontal displacement to apply. A very small float number, such as 0.005. Default 0.005.
Optionaly: number
The amount of vertical displacement to apply. A very small float number, such as 0.005. Default 0.005.
Toggle this boolean to enable or disable this filter, without removing it from and re-adding it to the Camera's filter list.
ReadonlyallowIf true, this filter will be permitted to draw to the base texture.
This can be unwanted if, for example, the filter doesn't actually
draw anything.
This is an internal flag used by the renderer. You should not modify this value directly.
A reference to the Camera that owns this filter.
The padding currently being used by this filter.
This is read during rendering via getPadding, and may be updated by subclass implementations.
It is necessary for filters being used in an external list.
You should not modify this value directly.
Whether this filter controller will be destroyed when the FilterList that owns it is destroyed. If you enable this, you must ensure that you clean up the filter controller at an appropriate time. This allows you to reuse a controller for multiple objects; this is not recommended unless you know what you're doing. It tends to work best with external filters.
Padding override. This is on by default. If this is set,
the filter will use this padding instead of calculating it.
Prefer using setPaddingOverride instead of modifying this directly.
The ID of the RenderNode that this filter uses.
The underlying texture used for displacement.
The amount of horizontal displacement to apply.
The maximum horizontal displacement in pixels is x
multiplied by 0.5 times the width of the camera rendering the filter.
The amount of vertical displacement to apply.
The maximum vertical displacement in pixels is y
multiplied by 0.5 times the height of the camera rendering the filter.
Destroys this Controller and nulls any references it holds.
Returns the amount of extra padding, in pixels, that this filter requires when rendering. The padding accounts for the displacement effect extending beyond the original bounds of the Camera's rendered output.undefined
The padding Rectangle.
Returns the rounded padding required for this filter.
Most filters don't need extra padding, but some may sample beyond the texture boundaries, such as a blur or glow effect.
The bounds are encoded as a Rectangle. To enlarge the bounds, the top and left values should be negative, and the bottom and right values should be positive.
This method calls getPadding() to get the raw padding values,
and uses Math.ceil() to set the values of paddingOverride
and currentPadding.undefined
The rounded padding required by this filter.
Sets the active state of this filter.
A disabled filter will not be used.
true to enable this filter, or false to disable it.
This filter instance.
Sets the padding override.
If this is set, the filter will use this padding instead of calculating it.
Call setPaddingOverride(null) to clear the override.
Call setPaddingOverride() to set the padding to 0.
Optionalleft: number | null
The left padding. Default 0.
Optionaltop: number
The top padding. Default 0.
Optionalright: number
The right padding. Default 0.
Optionalbottom: number
The bottom padding. Default 0.
Sets the Texture to be used for the displacement effect.
You can only use a whole texture, not a frame from a texture atlas or sprite sheet.
Optionaltexture: string
The unique string-based key of the texture to use for displacement, which must exist in the Texture Manager. Default '__WHITE'.
This Filter Controller.
The Displacement Filter Controller.
This Filter controller manages the displacement effect.
The displacement effect is a visual technique that alters the position of pixels in an image or texture based on the values of a displacement map. This effect is used to create the illusion of depth, surface irregularities, or distortion in otherwise flat elements. It can be applied to characters, objects, or backgrounds to enhance realism, convey movement, or achieve various stylistic appearances.
This effect samples across an area. To avoid missing data at the edges, use
controller.setPaddingOverride(null)to automatically pad game objects, orcamera.getPaddingWrapper(x)to enlarge a camera.A Displacement effect is added to a Camera via the FilterList component: