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ezEngine Release 26.3
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A component that generates a mesh along a spline using the specified mesh parts. More...
#include <SplineMeshComponent.h>

Public Member Functions | |
| virtual void | OnActivated () override |
| This method is called when the component gets activated. | |
| virtual void | OnDeactivated () override |
| This method is called when the component gets deactivated. | |
| 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. | |
| void | SetStartPart (const ezSplineMeshPart &part) |
| Sets a specialized mesh part to be used at the start of the spline. Can be empty. | |
| const ezSplineMeshPart & | GetStartPart () const |
| void | SetMiddleParts (ezArrayPtr< const ezSplineMeshPart > middleParts) |
| Sets the list of mesh parts to be used in the middle of the spline. At least one part must be specified. | |
| ezArrayPtr< const ezSplineMeshPart > | GetMiddleParts () const |
| void | SetEndPart (const ezSplineMeshPart &part) |
| Sets a specialized mesh part to be used at the end of the spline. Can be empty. | |
| const ezSplineMeshPart & | GetEndPart () const |
| void | SetDistributionMode (ezEnum< ezSplineMeshDistributionMode > mode) |
| Sets how the meshes are distributed along the spline. | |
| ezEnum< ezSplineMeshDistributionMode > | GetDistributionMode () const |
| void | SetSeed (ezInt32 iSeed) |
| Sets the random seed used when selecting middle parts randomly. | |
| ezInt32 | GetSeed () const |
| void | SetOffsetY (float fOffsetY) |
| Sets an offset that is applied to each generated mesh vertex in the local Y direction of the spline effectively moving the mesh to the left or right of the spline. | |
| float | GetOffsetY () const |
| void | SetOffsetZ (float fOffsetZ) |
| Sets an offset that is applied to each generated mesh vertex in the local Z direction of the spline effectively moving the mesh up or down relative to the spline. | |
| float | GetOffsetZ () const |
Public Member Functions inherited from ezMeshComponentBase | |
| virtual ezResult | GetLocalBounds (ezBoundingBoxSphere &ref_bounds, bool &ref_bAlwaysVisible, ezMsgUpdateLocalBounds &ref_msg) override |
| Called by ezRenderComponent::OnUpdateLocalBounds(). | |
| void | SetMesh (const ezMeshResourceHandle &hMesh) |
| Changes which mesh to render. | |
| EZ_ALWAYS_INLINE const ezMeshResourceHandle & | GetMesh () const |
| EZ_ADD_RESOURCEHANDLE_ACCESSORS_WITH_SETTER (Mesh, m_hMesh, SetMesh) | |
| void | SetMaterial (ezUInt32 uiIndex, const ezMaterialResourceHandle &hMaterial) |
| Sets the material that should be used for the sub-mesh with the given index. | |
| ezMaterialResourceHandle | GetMaterial (ezUInt32 uiIndex) const |
| void | SetColor (const ezColor &color) |
| An additional tint color passed to the renderer to modify the mesh. | |
| const ezColor & | GetColor () const |
| void | SetCustomData (const ezVec4 &vData) |
| An additional vec4 passed to the renderer that can be used by custom material shaders for effects. | |
| const ezVec4 & | GetCustomData () const |
| void | SetSortingDepthOffset (float fOffset) |
| The sorting depth offset allows to tweak the order in which this mesh is rendered relative to other meshes. | |
| float | GetSortingDepthOffset () const |
| void | OnMsgSetMeshMaterial (ezMsgSetMeshMaterial &ref_msg) |
| void | OnMsgSetColor (ezMsgSetColor &ref_msg) |
| void | OnMsgSetCustomData (ezMsgSetCustomData &ref_msg) |
| void | SetCustomInstanceData (ezCustomInstanceDataOffset offset, ezGALDynamicBufferHandle hBuffer) |
| Set custom instance data for this mesh component which can be used by custom material shaders when the simple custom data vector is not sufficient. | |
| ezCustomInstanceDataOffset | GetCustomInstanceDataOffset () const |
| ezGALDynamicBufferHandle | GetCustomInstanceDataBuffer () const |
Public Member Functions inherited from ezRenderComponent | |
| void | TriggerLocalBoundsUpdate () |
| Call this when some value was modified that affects the size of the local bounding box and it should be recomputed. | |
| void | QueueLocalBoundsUpdate () |
| Like TriggerLocalBoundsUpdate(), but defers the update and is safe to call from async update functions. | |
| EZ_ALWAYS_INLINE ezUInt32 | GetUniqueIdForRendering () const |
| Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
Public Member Functions inherited from ezComponent | |
| void | SetActiveFlag (bool bEnabled) |
| Sets the active flag of the component, which affects its active state. | |
| 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'. | |
| bool | IsActive () const |
| Checks whether this component is in an active state. | |
| bool | IsActiveAndInitialized () const |
| Returns whether this component is active and initialized. | |
| bool | IsActiveAndSimulating () const |
| Whether the component is currently active and simulation has been started as well. | |
| 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. | |
| void | DeleteComponent () |
| Deletes this component. Note that the component will be invalidated first and the actual deletion is postponed. | |
Public Member Functions inherited from ezReflectedClass | |
| 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. | |
Static Public Member Functions | |
| static ezResult | GenerateSplineMeshDesc (const ezSpline &spline, const ezArrayMap< float, float > &distanceToKey, ezArrayPtr< ezCpuMeshResource * > meshes, ezArrayPtr< ezVec2 > scaleOffsets, float fLocalOffsetY, float fLocalOffsetZ, ezMeshResourceDescriptor &out_splineMeshDesc) |
| Helper function to generate a spline mesh descriptor from the given spline and meshes. | |
Static Public Member Functions inherited from ezRenderComponent | |
| static ezUInt32 | GetUniqueIdForRendering (const ezComponent &component) |
| Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
Static Public Member Functions inherited from ezNoBase | |
| static const ezRTTI * | GetStaticRTTI () |
Additional Inherited Members | |
Protected Member Functions inherited from ezMeshComponentBase | |
| virtual ezTransform | GetFinalGlobalTransform () const |
| virtual ezMeshRenderData * | CreateRenderData (const ezRenderDataManager *pRenderDataManager) const |
| ezUInt32 | Materials_GetCount () const |
| ezString | Materials_GetValue (ezUInt32 uiIndex) const |
| void | Materials_SetValue (ezUInt32 uiIndex, ezString sValue) |
| void | Materials_Insert (ezUInt32 uiIndex, ezString sValue) |
| void | Materials_Remove (ezUInt32 uiIndex) |
| void | OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const |
| void | DeleteInstanceData () |
Protected Member Functions inherited from ezRenderComponent | |
| void | OnUpdateLocalBounds (ezMsgUpdateLocalBounds &msg) |
| void | InvalidateCachedRenderData () |
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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| bool | IsInitialized () const |
| bool | IsInitializing () const |
| bool | IsSimulationStarted () const |
Protected Attributes inherited from ezMeshComponentBase | |
| ezMeshResourceHandle | m_hMesh |
| ezSmallArray< ezMaterialResourceHandle, 2 > | m_Materials |
| ezColor | m_Color = ezColor::White |
| ezVec4 | m_vCustomData = ezVec4(0, 1, 0, 1) |
| float | m_fSortingDepthOffset = 0.0f |
| ezInstanceDataOffset | m_InstanceDataOffset |
| ezCustomInstanceDataOffset | m_CustomInstanceDataOffset |
| ezGALDynamicBufferHandle | m_hCustomInstanceDataBuffer |
Protected Attributes inherited from ezComponent | |
| const ezRTTI * | m_pMessageDispatchType = nullptr |
| Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
A component that generates a mesh along a spline using the specified mesh parts.
The spline is taken from an ezSplineComponent on the owner game object or one of its parents. Generation only happens in the editor and the generated mesh is cached to disk so it can be loaded at runtime.
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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 ezMeshComponentBase.
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overridevirtual |
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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overridevirtual |
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 ezMeshComponentBase.
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overridevirtual |
Override this to save the current state of the component to the given stream.
Reimplemented from ezMeshComponentBase.
| void ezSplineMeshComponent::SetMiddleParts | ( | ezArrayPtr< const ezSplineMeshPart > | middleParts | ) |
Sets the list of mesh parts to be used in the middle of the spline. At least one part must be specified.
If multiple parts are specified either a random one or the best fitting one is chosen, depending on the distribution mode and the spline and part length.
| void ezSplineMeshComponent::SetSeed | ( | ezInt32 | iSeed | ) |
Sets the random seed used when selecting middle parts randomly.
Negative values indicate to use the stable random seed from the owner object. Positive values or zero specify an explicit seed value.