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ezEngine
Release 25.03
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Describes a path shape. More...
#include <PathComponent.h>
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::ControlPoint > | GetControlPointRepresentation () 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::LinearizedElement > | GetLinearizedRepresentation () 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 |
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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... | |
ezComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const ezComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
ezGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const ezGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
ezWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const ezWorld * | GetWorld () 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. | |
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virtual const ezRTTI * | GetDynamicRTTI () 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 ezString & | Nodes_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 () |
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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< ezString > | m_Nodes |
ezDynamicArray< LinearizedElement > | m_LinearizedRepresentation |
ezDynamicArray< ControlPoint > | m_ControlPointRepresentation |
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const ezRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Additional Inherited Members | |
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static const ezRTTI * | GetStaticRTTI () |
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.
bool ezPathComponent::AdvanceLinearSamplerBy | ( | LinearSampler & | ref_sampler, |
float & | inout_fAddDistance | ||
) | const |
Moves the sampler along the path by the desired distance.
Prefer this over SetLinearSamplerTo().
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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.
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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.
Reimplemented from ezComponent.
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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.
Reimplemented from ezComponent.
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.
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.