ezEngine  Release 25.03
ezJoltConeConstraintComponent Class Reference

Implements a conical physics constraint. More...

#include <JoltConeConstraintComponent.h>

Inheritance diagram for ezJoltConeConstraintComponent:

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...
 
void SetConeAngle (ezAngle f)
 
ezAngle GetConeAngle () const
 
- Public Member Functions inherited from ezJoltConstraintComponent
void BreakConstraint ()
 Removes the connection between the joined bodies. This cannot be reversed.
 
void SetBreakForce (float value)
 If set to larger than zero, the constraint will break when a linear force larger than this acts onto the constraint.
 
float GetBreakForce () const
 
void SetBreakTorque (float value)
 If set to larger than zero, the constraint will break when a rotational force larger than this acts onto the constraint.
 
float GetBreakTorque () const
 
void SetPairCollision (bool value)
 If disabled, the two joined actors pass through each other, rather than colliding.
 
bool GetPairCollision () const
 
void SetParentActorReference (const char *szReference)
 
void SetChildActorReference (const char *szReference)
 
void SetChildActorAnchorReference (const char *szReference)
 
void SetParentActor (ezGameObjectHandle hActor)
 Sets which actor to attach the constraint to.
 
void SetChildActor (ezGameObjectHandle hActor)
 Sets which actor to attach to the constraint.
 
void SetChildActorAnchor (ezGameObjectHandle hActor)
 Sets an actor as a reference frame so that the constraint can start in a non-default configuration.
 
void SetActors (ezGameObjectHandle hActorA, const ezTransform &localFrameA, ezGameObjectHandle hActorB, const ezTransform &localFrameB)
 For manually providing actors and local frames to configure the start state. This is for advanced uses.
 
void OnJoltMsgDisconnectConstraints (ezJoltMsgDisconnectConstraints &ref_msg)
 Forwards to BreakConstraint().
 
- 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 CreateContstraintType (JPH::Body *pBody0, JPH::Body *pBody1) override
 
virtual void ApplySettings () final override
 
virtual bool ExceededBreakingPoint () final override
 
- Protected Member Functions inherited from ezJoltConstraintComponent
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 (ezUInt32 &out_uiJoltBodyID, ezJoltDynamicActorComponent *&pRbComp)
 
ezResult FindChildBody (ezUInt32 &out_uiJoltBodyID, ezJoltDynamicActorComponent *&pRbComp)
 
ezTransform ComputeParentBodyGlobalFrame () const
 
ezTransform ComputeChildBodyGlobalFrame () const
 
void QueueApplySettings ()
 
- 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...
 
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

ezAngle m_ConeAngle
 
- Protected Attributes inherited from ezJoltConstraintComponent
ezGameObjectHandle m_hActorA
 
ezGameObjectHandle m_hActorB
 
ezGameObjectHandle m_hActorBAnchor
 
ezTransform m_LocalFrameA
 
ezTransform m_LocalFrameB
 
JPH::Constraint * m_pConstraint = nullptr
 
float m_fBreakForce = 0.0f
 
float m_fBreakTorque = 0.0f
 
bool m_bPairCollision = true
 
- 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 ()
 

Detailed Description

Implements a conical physics constraint.

The child actor can swing in a cone with a given angle around the anchor point on the parent actor.

Member Function Documentation

◆ DeserializeComponent()

void ezJoltConeConstraintComponent::DeserializeComponent ( ezWorldReader inout_stream)
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 ezJoltConstraintComponent.


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