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ezEngine
Release 25.03
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Renders a thick line from its own location to the position of another game object. More...
#include <BeamComponent.h>
Public Member Functions | |
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... | |
virtual ezResult | GetLocalBounds (ezBoundingBoxSphere &ref_bounds, bool &ref_bAlwaysVisible, ezMsgUpdateLocalBounds &ref_msg) override |
Called by ezRenderComponent::OnUpdateLocalBounds(). More... | |
void | SetTargetObject (const char *szReference) |
Sets the GUID of the target object to which to draw the beam. | |
void | SetWidth (float fWidth) |
How wide to make the beam geometry. | |
float | GetWidth () const |
void | SetUVUnitsPerWorldUnit (float fUVUnitsPerWorldUnit) |
How many world units the texture coordinates should take up, for using a repeatable texture for the beam. | |
float | GetUVUnitsPerWorldUnit () const |
ezMaterialResourceHandle | GetMaterial () const |
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void | TriggerLocalBoundsUpdate () |
Call this when some value was modified that affects the size of the local bounding box and it should be recomputed. | |
EZ_ALWAYS_INLINE ezUInt32 | GetUniqueIdForRendering (ezUInt32 uiInnerIndex=0, ezUInt32 uiInnerIndexShift=24) const |
Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
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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. | |
Public Attributes | |
ezGameObjectHandle | m_hTargetObject |
The object to which to draw the beam. | |
ezColor | m_Color = ezColor::White |
Optional color to tint the beam. | |
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... | |
void | Update () |
void | OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const |
void | CreateMeshes () |
void | BuildMeshResourceFromGeometry (ezGeometry &Geometry, ezMeshResourceDescriptor &MeshDesc) const |
void | ReinitMeshes () |
void | Cleanup () |
const char * | DummyGetter () const |
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virtual void | Deinitialize () override |
This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. More... | |
void | OnUpdateLocalBounds (ezMsgUpdateLocalBounds &msg) |
void | InvalidateCachedRenderData () |
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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 | 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_fWidth = 0.1f |
float | m_fUVUnitsPerWorldUnit = 1.0f |
ezMaterialResourceHandle | m_hMaterial |
Which material asset to use for rendering the beam geometry. | |
const float | m_fDistanceUpdateEpsilon = 0.02f |
ezMeshResourceHandle | m_hMesh |
ezVec3 | m_vLastOwnerPosition = ezVec3::MakeZero() |
ezVec3 | m_vLastTargetPosition = ezVec3::MakeZero() |
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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 ezUInt32 | GetUniqueIdForRendering (const ezComponent &component, ezUInt32 uiInnerIndex=0, ezUInt32 uiInnerIndexShift=24) |
Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
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static const ezRTTI * | GetStaticRTTI () |
Renders a thick line from its own location to the position of another game object.
This is meant for simple effects, like laser beams. The geometry is very low resolution and won't look good close up. When possible, use a highly emissive material without any pattern, where the bloom will hide the simple geometry.
For doing dynamic laser beams, you can combine it with the ezRaycastComponent, which will move the target component.
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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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overridevirtual |
Called by ezRenderComponent::OnUpdateLocalBounds().
If EZ_SUCCESS is returned, out_bounds and out_bAlwaysVisible will be integrated into the ezMsgUpdateLocalBounds ref_msg, otherwise the out values are simply ignored.
Implements ezRenderComponent.
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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 ezRenderComponent.
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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 ezRenderComponent.