|
virtual void | SerializeComponent (ezWorldWriter &inout_stream) const override |
| Override this to save the current state of the component to the given stream.
|
|
virtual void | DeserializeComponent (ezWorldReader &inout_stream) override |
| Override this to load the current state of the component from the given stream. More...
|
|
void | SetLimitMode (ezPxJointLimitMode::Enum mode) |
|
ezPxJointLimitMode::Enum | GetLimitMode () const |
|
void | SetLowerLimitDistance (float f) |
|
float | GetLowerLimitDistance () const |
|
void | SetUpperLimitDistance (float f) |
|
float | GetUpperLimitDistance () const |
|
void | SetSpringStiffness (float f) |
|
float | GetSpringStiffness () const |
|
void | SetSpringDamping (float f) |
|
float | GetSpringDamping () const |
|
virtual void | ApplySettings () final override |
|
void | SetBreakForce (float value) |
|
float | GetBreakForce () const |
|
void | SetBreakTorque (float value) |
|
float | GetBreakTorque () const |
|
void | SetPairCollision (bool value) |
|
bool | GetPairCollision () const |
|
void | SetParentActorReference (const char *szReference) |
|
void | SetChildActorReference (const char *szReference) |
|
void | SetChildActorAnchorReference (const char *szReference) |
|
void | SetParentActor (ezGameObjectHandle hActor) |
|
void | SetChildActor (ezGameObjectHandle hActor) |
|
void | SetChildActorAnchor (ezGameObjectHandle hActor) |
|
void | SetActors (ezGameObjectHandle hActorA, const ezTransform &localFrameA, ezGameObjectHandle hActorB, const ezTransform &localFrameB) |
|
physx::PxJoint * | GetPxJoint () |
|
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.
|
|
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.
|
|
|
virtual void | CreateJointType (physx::PxRigidActor *actor0, const physx::PxTransform &localFrame0, physx::PxRigidActor *actor1, const physx::PxTransform &localFrame1) override |
|
virtual void | OnSimulationStarted () override |
| This method is called once for active components, at the start of the next world update, but only when the world is simulated. More...
|
|
virtual void | OnDeactivated () override |
| This method is called when the component gets deactivated. More...
|
|
ezResult | FindParentBody (physx::PxRigidActor *&pActor) |
|
ezResult | FindChildBody (physx::PxRigidActor *&pActor) |
|
void | QueueApplySettings () |
|
| 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 | OnActivated () |
| This method is called when the component gets activated. 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 |
|