ezEngine  Release 25.03
ezDetourCrowdAgentComponent Class Reference

Implements navigation, path following and obstacle avoidance. Requires Recast navmesh. More...

#include <DetourCrowdAgentComponent.h>

Inheritance diagram for ezDetourCrowdAgentComponent:

Public Member Functions

virtual void SetTargetPosition (const ezVec3 &vPosition) override
 Sets the position to navigate to. More...
 
virtual ezVec3 GetTargetPosition () const override
 
virtual void ClearTargetPosition () override
 
virtual ezAgentPathFindingState::Enum GetPathToTargetState () const override
 
float GetRadius () const
 
float GetHeight () const
 
float GetMaxSpeed () const
 
float GetMaxAcceleration () const
 
float GetStoppingDistance () const
 
ezAngle GetMaxAngularSpeed () const
 
ezVec3 GetActualTargetPosition () const
 While GetTargetPosition() returns the requested target position, this one will return the actual point on navmesh that the agent is trying to reach.
 
ezDetourCrowdAgentRotationMode::Enum GetRotationMode () const
 
float GetPushiness () const
 
void SetRadius (float fRadius)
 
void SetHeight (float fHeight)
 
void SetMaxSpeed (float fMaxSpeed)
 
void SetMaxAcceleration (float fMaxAcceleration)
 
void SetStoppingDistance (float fStoppingDistance)
 If distance to the target is less than the stopping distance, the target is reached.
 
void SetMaxAngularSpeed (ezAngle maxAngularSpeed)
 
void SetRotationMode (ezDetourCrowdAgentRotationMode::Enum rotationMode)
 
void SetPushiness (float fPushiness)
 The agent will push other agents with lower pushiness and will get pushed by agents with higher pushiness.
 
ezVec3 GetVelocity () const
 
ezAngle GetAngularSpeed () 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 SerializeComponent (ezWorldWriter &stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (ezWorldReader &stream) override
 Override this to load the current state of the component from the given stream. More...
 
void FillAgentParams (ezDetourCrowdAgentParams &out_params) const
 
virtual void OnDeactivated () override
 This method is called when the component gets deactivated. More...
 
ezQuat RotateTowardsDirection (const ezQuat &qCurrentRot, const ezVec3 &vTargetDir, ezAngle &out_angularSpeed) const
 
ezVec3 GetDirectionToNextPathCorner (const ezVec3 &vCurrentPos, const struct dtCrowdAgent *pDtAgent) const
 
bool SyncRotation (const ezVec3 &vPosition, ezQuat &inout_qRotation, const ezVec3 &vVelocity, const struct dtCrowdAgent *pDtAgent)
 
void SyncTransform (const struct dtCrowdAgent *pDtAgent, bool bTeleport)
 
- 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 OnActivated ()
 This method is called when the component gets activated. 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

float m_fRadius = 0.3f
 
float m_fHeight = 1.8f
 
float m_fMaxSpeed = 3.5f
 
float m_fMaxAcceleration = 3.5f
 
float m_fStoppingDistance = 1.0f
 
ezAngle m_MaxAngularSpeed = ezAngle::MakeFromDegree(360.0f)
 
ezEnum< ezDetourCrowdAgentRotationModem_RotationMode
 
float m_fPushiness = 2.0f
 
ezUInt8 m_uiTargetDirtyBit: 1
 
ezUInt8 m_uiSteeringFailedBit: 1
 
ezUInt8 m_uiErrorBit: 1
 
ezUInt8 m_uiParamsDirtyBit: 1
 
ezInt32 m_iAgentId = -1
 
ezUInt32 m_uiOwnerId = 0
 
ezVec3 m_vVelocity = ezVec3::MakeZero()
 
ezAngle m_AngularSpeed
 
ezVec3 m_vTargetPosition
 
ezVec3 m_vActualTargetPosition
 
ezEnum< ezAgentPathFindingStatem_PathToTargetState
 
- 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 ()
 
- Public Attributes inherited from ezAgentSteeringComponent
ezEvent< const ezAgentSteeringEvent & > m_SteeringEvents
 

Detailed Description

Implements navigation, path following and obstacle avoidance. Requires Recast navmesh.

This component provides the ability to intelligently navigate around the level (using Recast navmesh) while avoiding other agents.

Usage: call SetTargetPosition() to command the agent to go somewhere. Subscribe to m_SteeringEvents to receive feedback (target reached, pathfinding failed, etc).

Member Function Documentation

◆ DeserializeComponent()

void ezDetourCrowdAgentComponent::DeserializeComponent ( ezWorldReader inout_stream)
overrideprotectedvirtual

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 ezAgentSteeringComponent.

◆ OnDeactivated()

void ezDetourCrowdAgentComponent::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.

◆ SetTargetPosition()

void ezDetourCrowdAgentComponent::SetTargetPosition ( const ezVec3 vPosition)
overridevirtual

Sets the position to navigate to.

If the position is not on navmesh, the nearest point on navmesh (with some threshold) will be the actual target. You can get it by calling GetActualTargetPosition().

Implements ezAgentSteeringComponent.


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