ezEngine  Release 25.03
ezPathComponent Class Reference

Describes a path shape. More...

#include <PathComponent.h>

Inheritance diagram for ezPathComponent:

Classes

struct  ControlPoint
 The 'raw' data for a single path control point. More...
 
struct  LinearizedElement
 If the path is linearized, this represents a single sample point. More...
 
struct  LinearSampler
 An object that keeps track of where one is sampling the path component. More...
 

Public Member Functions

virtual void SerializeComponent (ezWorldWriter &ref_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (ezWorldReader &ref_stream) override
 Override this to load the current state of the component from the given stream. More...
 
void OnMsgPathChanged (ezMsgPathChanged &ref_msg)
 Informs the path component, that its shape has changed. Sent by path nodes when they are modified.
 
void SetClosed (bool bClosed)
 Whether the path end connects to the beginning.
 
bool GetClosed () const
 
void SetPathFlags (ezBitflags< ezPathComponentFlags > flags)
 
ezBitflags< ezPathComponentFlags > GetPathFlags () const
 
void EnsureControlPointRepresentationIsUpToDate ()
 If the control points changed recently, this makes sure the local representation is synchronized. Call this before GetControlPointRepresentation(), if necessary.
 
const ezArrayPtr< const ezPathComponent::ControlPointGetControlPointRepresentation () const
 Grants access to the control points that define the path's shape.
 
void EnsureLinearizedRepresentationIsUpToDate ()
 If the control points changed recently, this makes sure the linearized representation gets recreated. Call this before GetLinearizedRepresentation(), if necessary.
 
const ezArrayPtr< const ezPathComponent::LinearizedElementGetLinearizedRepresentation () const
 Grants access to the linearized representation that define the path's shape.
 
float GetLinearizedRepresentationLength () const
 Returns the total length of the linearized path representation.
 
void SetDisableControlPointUpdates (bool bDisable)
 Forces that the current control point state is never updated in the future. Used as a work-around during serialization.
 
void SetLinearSamplerTo (LinearSampler &ref_sampler, float fDistance) const
 Sets the sampler to the desired distance along the path. More...
 
bool AdvanceLinearSamplerBy (LinearSampler &ref_sampler, float &inout_fAddDistance) const
 Moves the sampler along the path by the desired distance. More...
 
ezPathComponent::LinearizedElement SampleLinearizedRepresentation (const LinearSampler &sampler) const
 Samples the linearized path representation at the desired location and returns the interpolated values.
 
void SetLinearizationError (float fError)
 Specifies how large the error of the linearized path representation is allowed to be. More...
 
float GetLinearizationError () const
 
- Public Member Functions inherited from ezComponent
void SetActiveFlag (bool bEnabled)
 Sets the active flag of the component, which affects its active state. More...
 
bool GetActiveFlag () const
 Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'. More...
 
bool IsActive () const
 Checks whether this component is in an active state. More...
 
bool IsActiveAndInitialized () const
 Returns whether this component is active and initialized. More...
 
bool IsActiveAndSimulating () const
 Whether the component is currently active and simulation has been started as well. More...
 
ezComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const ezComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
ezGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const ezGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
ezWorldGetWorld ()
 Returns the corresponding world for this component.
 
const ezWorldGetWorld () const
 Returns the corresponding world for this component.
 
ezComponentHandle GetHandle () const
 Returns a handle to this component.
 
ezUInt32 GetUniqueID () const
 Returns the unique id for this component.
 
void SetUniqueID (ezUInt32 uiUniqueID)
 Sets the unique id for this component.
 
void EnsureInitialized ()
 Ensures that the component is initialized. Must only be called from another component's Initialize callback.
 
void EnsureSimulationStarted ()
 Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
 
EZ_ALWAYS_INLINE bool SendMessage (ezMessage &ref_msg)
 Sends a message to this component.
 
EZ_ALWAYS_INLINE bool SendMessage (ezMessage &ref_msg) const
 
void PostMessage (const ezMessage &msg, ezTime delay=ezTime::MakeZero(), ezObjectMsgQueueType::Enum queueType=ezObjectMsgQueueType::NextFrame) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
 
virtual bool HandlesMessage (const ezMessage &msg) const
 Returns whether the given Message is handled by this component.
 
void SetUserFlag (ezUInt8 uiFlagIndex, bool bSet)
 Be careful to check which flags may already be in use by base classes.
 
bool GetUserFlag (ezUInt8 uiFlagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
void SetCreatedByPrefab ()
 Adds ezObjectFlags::CreatedByPrefab to the component. See the flag for details.
 
bool WasCreatedByPrefab () const
 Checks whether the ezObjectFlags::CreatedByPrefab flag is set on this component.
 
- Public Member Functions inherited from ezReflectedClass
virtual const ezRTTIGetDynamicRTTI () const
 
bool IsInstanceOf (const ezRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
 
template<typename T >
EZ_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.
 

Protected Member Functions

virtual void OnActivated () override
 This method is called when the component gets activated. More...
 
virtual void OnDeactivated () override
 This method is called when the component gets deactivated. More...
 
ezUInt32 Nodes_GetCount () const
 
const ezStringNodes_GetNode (ezUInt32 i) const
 
void Nodes_SetNode (ezUInt32 i, const ezString &node)
 
void Nodes_Insert (ezUInt32 uiIndex, const ezString &node)
 
void Nodes_Remove (ezUInt32 uiIndex)
 
void FindControlPoints (ezDynamicArray< ControlPoint > &out_ControlPoints) const
 
void CreateLinearizedPathRepresentation (const ezDynamicArray< ControlPoint > &points)
 
void DrawDebugVisualizations ()
 
- Protected Member Functions inherited from ezComponent
 ezComponent ()
 Keep the constructor private or protected in derived classes, so it cannot be called manually.
 
bool IsDynamic () const
 Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
 
virtual ezWorldModuleTypeId GetTypeId () const =0
 
virtual ezComponentMode::Enum GetMode () const =0
 
virtual void Initialize ()
 Can be overridden for basic initialization that depends on a valid hierarchy and position. More...
 
virtual void Deinitialize ()
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. More...
 
virtual void OnSimulationStarted ()
 This method is called once for active components, at the start of the next world update, but only when the world is simulated. More...
 
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
 
virtual bool OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg)
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More...
 
virtual bool OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg) const
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More...
 
bool IsInitialized () const
 
bool IsInitializing () const
 
bool IsSimulationStarted () const
 

Protected Attributes

ezBitflags< ezPathComponentFlags > m_PathFlags
 
float m_fLinearizationError = 0.05f
 
float m_fLinearizedLength = 0.0f
 
bool m_bDisableControlPointUpdates = false
 
bool m_bControlPointsChanged = true
 
bool m_bLinearizedRepresentationChanged = true
 
bool m_bClosed = false
 
ezDynamicArray< ezStringm_Nodes
 
ezDynamicArray< LinearizedElementm_LinearizedRepresentation
 
ezDynamicArray< ControlPointm_ControlPointRepresentation
 
- Protected Attributes inherited from ezComponent
const ezRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Additional Inherited Members

- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Detailed Description

Describes a path shape.

This can be used for moving things along the path (see ezFollowPathComponent) or to describe the (complex) shape of an object, for example a rope.

The ezPathComponent stores the shape as nodes with positions and tangents. It can be asked to provide a 'linearized' representation, e.g. one that is made up of many short segments whose linear interpolation is still reasonably close to the curved shape.

To set up the shape, attach child objects and attach an ezPathNodeComponent to each. Also give each child object a distinct name. Then reference these child objects by name through the "Nodes" property on the path shape.

During scene export, typically the child objects are automatically deleted (if they have no children and no other components). Instead, the ezPathComponent stores all necessary information in a more compact representation.

Member Function Documentation

◆ AdvanceLinearSamplerBy()

bool ezPathComponent::AdvanceLinearSamplerBy ( LinearSampler ref_sampler,
float &  inout_fAddDistance 
) const

Moves the sampler along the path by the desired distance.

Prefer this over SetLinearSamplerTo().

◆ DeserializeComponent()

void ezPathComponent::DeserializeComponent ( ezWorldReader inout_stream)
overridevirtual

Override this to load the current state of the component from the given stream.

The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.

Reimplemented from ezComponent.

◆ OnActivated()

void ezPathComponent::OnActivated ( )
overrideprotectedvirtual

This method is called when the component gets activated.

By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezComponent.

◆ OnDeactivated()

void ezPathComponent::OnDeactivated ( )
overrideprotectedvirtual

This method is called when the component gets deactivated.

Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezComponent.

◆ SetLinearizationError()

void ezPathComponent::SetLinearizationError ( float  fError)

Specifies how large the error of the linearized path representation is allowed to be.

The lower the allowed error, the more detailed the linearized path will be, to match the Bezier representation as closely as possible.

The error is a distance measure. Thus a value of 0.01 means that the linearized representation may at most deviate a centimeter from the real curve.

◆ SetLinearSamplerTo()

void ezPathComponent::SetLinearSamplerTo ( LinearSampler ref_sampler,
float  fDistance 
) const

Sets the sampler to the desired distance along the path.

For a long distance, this is a slow operation, because it has to follow the path from the beginning.


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