ezEngine Release 26.3
Loading...
Searching...
No Matches
ezSplineMeshComponent Class Reference

A component that generates a mesh along a spline using the specified mesh parts. More...

#include <SplineMeshComponent.h>

Inheritance diagram for ezSplineMeshComponent:

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 ezSplineMeshPartGetStartPart () 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 ezSplineMeshPartGetMiddleParts () const
 
void SetEndPart (const ezSplineMeshPart &part)
 Sets a specialized mesh part to be used at the end of the spline. Can be empty.
 
const ezSplineMeshPartGetEndPart () const
 
void SetDistributionMode (ezEnum< ezSplineMeshDistributionMode > mode)
 Sets how the meshes are distributed along the spline.
 
ezEnum< ezSplineMeshDistributionModeGetDistributionMode () 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 ezMeshResourceHandleGetMesh () 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 ezColorGetColor () const
 
void SetCustomData (const ezVec4 &vData)
 An additional vec4 passed to the renderer that can be used by custom material shaders for effects.
 
const ezVec4GetCustomData () 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.
 
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.
 
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 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.
 

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 ezRTTIGetStaticRTTI ()
 

Additional Inherited Members

- Protected Member Functions inherited from ezMeshComponentBase
virtual ezTransform GetFinalGlobalTransform () const
 
virtual ezMeshRenderDataCreateRenderData (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 ezRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Detailed Description

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.

Member Function Documentation

◆ DeserializeComponent()

void ezSplineMeshComponent::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 ezMeshComponentBase.

◆ OnActivated()

void ezSplineMeshComponent::OnActivated ( )
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.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezRenderComponent.

◆ OnDeactivated()

void ezSplineMeshComponent::OnDeactivated ( )
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.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezMeshComponentBase.

◆ SerializeComponent()

void ezSplineMeshComponent::SerializeComponent ( ezWorldWriter inout_stream) const
overridevirtual

Override this to save the current state of the component to the given stream.

Reimplemented from ezMeshComponentBase.

◆ SetMiddleParts()

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.

◆ SetSeed()

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.


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