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ezEngine
Release 25.03
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Base class for all Jolt physics shapes. More...
#include <JoltShapeComponent.h>
Public Member Functions | |
virtual void | ExtractGeometry (ezMsgExtractGeometry &ref_msg) const |
If overridden, a triangular representation of the physics shape is added to the geometry object. More... | |
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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. | |
virtual void | SerializeComponent (ezWorldWriter &inout_stream) const |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (ezWorldReader &inout_stream) |
Override this to load the current state of the component from the given stream. More... | |
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 | Initialize () override |
Can be overridden for basic initialization that depends on a valid hierarchy and position. More... | |
virtual void | OnDeactivated () override |
This method is called when the component gets deactivated. More... | |
virtual void | CreateShapes (ezDynamicArray< ezJoltSubShape > &out_Shapes, const ezTransform &rootTransform, float fDensity, const ezJoltMaterial *pMaterial)=0 |
const ezJoltUserData * | GetUserData () |
ezUInt32 | GetUserDataIndex () |
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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 | 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 | |
ezUInt32 | m_uiUserDataIndex = ezInvalidIndex |
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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. | |
Friends | |
class | ezJoltActorComponent |
Additional Inherited Members | |
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static const ezRTTI * | GetStaticRTTI () |
Base class for all Jolt physics shapes.
A physics shape is used to represent (part of) a physical actor, such as a box or sphere, which is used for the rigid body simulation.
When an actor is created, it searches for ezJoltShapeComponent on its own object and all child objects. It then adds all these shapes, with their respective transforms, to the Jolt actor.
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inlinevirtual |
If overridden, a triangular representation of the physics shape is added to the geometry object.
This may be used for debug visualization or navmesh generation (though there are also other ways to do those).
Reimplemented in ezJoltShapeConvexHullComponent, and ezJoltShapeBoxComponent.
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overrideprotectedvirtual |
Can be overridden for basic initialization that depends on a valid hierarchy and position.
All trivial initialization should be done in the constructor. For typical game code, you should prefer to use OnSimulationStarted(). This method is called once for every component, after creation but only at the start of the next world update. Therefore the global position has already been computed and the owner ezGameObject is set. Contrary to OnActivated() and OnSimulationStarted(), this function is always called for all components.
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.