ezEngine  Release 25.03
ezParticleComponent Class Referencefinal

Plays a particle effect at the location of the game object. More...

#include <ParticleComponent.h>

Inheritance diagram for ezParticleComponent:

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. More...
 
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...
 
bool StartEffect ()
 Starts a new particle effect. If one is already running, it will be stopped (but not interrupted) and a new one is started as well. More...
 
void StopEffect ()
 Stops emitting further particles, making any existing particle system stop in a finite amount of time.
 
void InterruptEffect ()
 Cancels the entire effect immediately, it will pop out of existence.
 
bool IsEffectActive () const
 Returns true, if an effect is currently in a state where it might emit new particles.
 
void OnMsgSetPlaying (ezMsgSetPlaying &ref_msg)
 Forwards to StartEffect() or StopEffect().
 
void OnMsgInterruptPlaying (ezMsgInterruptPlaying &ref_msg)
 Forwards to InterruptEffect().
 
void SetParticleEffect (const ezParticleEffectResourceHandle &hEffect)
 Replaces the effect to be played.
 
const EZ_ALWAYS_INLINE ezParticleEffectResourceHandleGetParticleEffect () const
 
void SetParticleEffectFile (ezStringView sFile)
 
ezStringView GetParticleEffectFile () const
 
const ezRangeView< const char *, ezUInt32 > GetParameters () const
 
void SetParameter (const char *szKey, const ezVariant &value)
 
void RemoveParameter (const char *szKey)
 
bool GetParameter (const char *szKey, ezVariant &out_value) 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.
 
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.
 
- 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.
 

Public Attributes

ezUInt64 m_uiRandomSeed = 0
 If zero, the played effect is randomized each time. Use a fixed seed when the result should be deterministic.
 
ezString m_sSharedInstanceName
 If set, the component reuses the simulation state of another particle component with the same name. More...
 
bool m_bSpawnAtStart = true
 If false, the effect starts in a paused state.
 
bool m_bIgnoreOwnerRotation = false
 If true, the owner rotation is assumed to be identity. Useful for effects that need to always point in one direction (e.g. up).
 
ezEnum< ezOnComponentFinishedAction2m_OnFinishedAction
 What to do when the effect is finished playing.
 
ezTime m_MinRestartDelay
 Minimum delay between finishing and restarting.
 
ezTime m_RestartDelayRange
 Random additional delay between finishing and restarting.
 
ezEnum< ezBasisAxism_SpawnDirection = ezBasisAxis::PositiveZ
 The local direction into which to spawn the effect.
 
ezParticleEffectController m_EffectController
 Allows more fine grain control over the effect execution.
 

Protected Member Functions

virtual void OnDeactivated () override
 This method is called when the component gets deactivated. More...
 
void Update ()
 
ezTransform GetPfxTransform () const
 
void UpdatePfxTransformAndBounds ()
 
void OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const
 
void OnMsgDeleteGameObject (ezMsgDeleteGameObject &msg)
 
- Protected Member Functions inherited from ezRenderComponent
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...
 
virtual void OnActivated () override
 This method is called when the component gets activated. More...
 
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. 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

ezParticleEffectResourceHandle m_hEffectResource
 
ezTime m_RestartTime
 
bool m_bIfContinuousStopRightAway = false
 
bool m_bFloatParamsChanged = false
 
bool m_bColorParamsChanged = false
 
ezHybridArray< ezParticleEffectFloatParam, 2 > m_FloatParams
 
ezHybridArray< ezParticleEffectColorParam, 2 > m_ColorParams
 
- 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.
 

Friends

class ezParticleEventReaction_Effect
 

Additional Inherited Members

- Static Public Member Functions inherited from ezRenderComponent
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.
 
- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Detailed Description

Plays a particle effect at the location of the game object.

Member Function Documentation

◆ DeserializeComponent()

void ezParticleComponent::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 ezComponent.

◆ GetLocalBounds()

ezResult ezParticleComponent::GetLocalBounds ( ezBoundingBoxSphere out_bounds,
bool &  out_bAlwaysVisible,
ezMsgUpdateLocalBounds ref_msg 
)
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.

◆ OnDeactivated()

void ezParticleComponent::OnDeactivated ( )
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.

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

Reimplemented from ezRenderComponent.

◆ SerializeComponent()

void ezParticleComponent::SerializeComponent ( ezWorldWriter inout_stream) const
overridevirtual

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

Todo:
store effect state

Reimplemented from ezComponent.

◆ StartEffect()

bool ezParticleComponent::StartEffect ( )

Starts a new particle effect. If one is already running, it will be stopped (but not interrupted) and a new one is started as well.

Returns false, if no valid particle resource is specified.

Member Data Documentation

◆ m_sSharedInstanceName

ezString ezParticleComponent::m_sSharedInstanceName

If set, the component reuses the simulation state of another particle component with the same name.

This can be used to reuse similar effects, for example smoke on chimneys doesn't need to be unique. Each instance renders the effect from its own perspective, but the simulation is only done once. This only makes sense for infinite, ambient effects.


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