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ezEngine
Release 25.03
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Turns an object into a fully physically simulated movable object. More...
#include <JoltDynamicActorComponent.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... | |
void | AddImpulseAtPos (ezMsgPhysicsAddImpulse &ref_msg) |
Adds a physics impulse to this body at the given location. More... | |
void | AddForceAtPos (ezMsgPhysicsAddForce &ref_msg) |
Adds a physics force to this body at the given location. More... | |
void | SetKinematic (bool b) |
Turns the actor into a 'kinematic' actor. More... | |
bool | GetKinematic () const |
void | SetGravityFactor (float fFactor) |
Adjusts how strongly gravity affects this actor. Has no effect for kinematic actors. More... | |
float | GetGravityFactor () const |
void | SetSurfaceFile (ezStringView sFile) |
ezStringView | GetSurfaceFile () const |
void | SetUseCustomCoM (bool b) |
Whether a custom center-of-mass shall be used. | |
bool | GetUseCustomCoM () const |
void | AddLinearForce (const ezVec3 &vForce) |
Adds a linear force to the center-of-mass of this actor. Unless there are other constraints, this would push the object, but not introduce any rotation. | |
void | AddLinearImpulse (const ezVec3 &vImpulse) |
Adds a linear impulse to the center-of-mass of this actor. Unless there are other constraints, this would push the object, but not introduce any rotation. | |
void | AddAngularForce (const ezVec3 &vForce) |
Adds an angular force to the center-of-mass of this actor. Unless there are other constraints, this would make the object rotate, but not move away. | |
void | AddAngularImpulse (const ezVec3 &vImpulse) |
Adds an angular impulse to the center-of-mass of this actor. Unless there are other constraints, this would make the object rotate, but not move away. | |
void | AddConstraint (ezComponentHandle hComponent) |
Should be called by components that add Jolt constraints to this body. More... | |
void | RemoveConstraint (ezComponentHandle hComponent) |
Should be called when a constraint is removed (though not strictly required) to prevent unnecessary message sending. | |
float | GetMass () const |
Returns the actual mass of this actor which is either the user defined mass or has been calculated from density. For kinematic actors this function will return 0. | |
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void | SetInitialObjectFilterID (ezUInt32 uiObjectFilterID) |
Sets the object filter ID to use. This can only be set right after creation, before the component gets activated. | |
ezUInt32 | GetObjectFilterID () const |
The object filter ID can be used to ignore collisions specifically with this one object. | |
ezUInt32 | GetJoltBodyID () const |
Returns the internal ID used by Jolt to identify this actor/body. | |
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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 | |
bool | m_bCCD = false |
If enabled, a more precise simulation method is used, preventing fast moving actors from tunneling through walls. This comes at an extra performance cost. | |
bool | m_bStartAsleep = false |
If true, the actor will not be simulated right away, but only after another actor starts interacting with it. This is a performance optimization to prevent performance spikes after loading a level. | |
bool | m_bAllowSleeping = true |
Whether this actor is allowed to go to sleep. Disabling sleeping will come with a performance impact and should only be done in very rare cases. | |
float | m_fInitialMass = 0.0f |
How heavy the object shall be. If zero, the mass is computed from the shapes and the density. | |
float | m_fDensity = 1.0f |
How dense the object shall be. Unused if m_fInitialMass is non-zero. Otherwise used to compute the weight from all the shapes. | |
float | m_fLinearDamping = 0.1f |
How much to dampen linear motion. The higher the value, the quicker a moving object comes to rest. | |
float | m_fAngularDamping = 0.05f |
How much to dampen angular motion. The higher the value, the quicker a rotating object comes to rest. | |
ezSurfaceResourceHandle | m_hSurface |
Which surface to use for all shapes. The surface defines various physical properties and interactions. | |
ezBitflags< ezOnJoltContact > | m_OnContact |
What reactions should be triggered when an actor gets into contact with another. | |
ezVec3 | m_vCenterOfMass = ezVec3::MakeZero() |
A local offset for the center of mass. More... | |
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ezUInt8 | m_uiCollisionLayer = 0 |
The collision layer determines with which other actors this actor collides. More... | |
Protected Member Functions | |
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... | |
const ezJoltMaterial * | GetJoltMaterial () const |
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const ezJoltUserData * | GetUserData () const |
void | ExtractSubShapeGeometry (const ezGameObject *pObject, ezMsgExtractGeometry &msg) const |
ezResult | CreateShape (JPH::BodyCreationSettings *pSettings, float fDensity, const ezJoltMaterial *pMaterial) |
virtual void | CreateShapes (ezDynamicArray< ezJoltSubShape > &out_Shapes, const ezTransform &rootTransform, float fDensity, const ezJoltMaterial *pMaterial) |
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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 | 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 | |
bool | m_bKinematic = false |
float | m_fGravityFactor = 1.0f |
ezSmallArray< ezComponentHandle, 1 > | m_Constraints |
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ezUInt32 | m_uiUserDataIndex = ezInvalidIndex |
ezUInt32 | m_uiJoltBodyID = ezInvalidIndex |
ezUInt32 | m_uiObjectFilterID = ezInvalidIndex |
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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 const ezRTTI * | GetStaticRTTI () |
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static void | GatherShapes (ezDynamicArray< ezJoltSubShape > &shapes, ezGameObject *pObject, const ezTransform &rootTransform, float fDensity, const ezJoltMaterial *pMaterial) |
Turns an object into a fully physically simulated movable object.
By default dynamic objects push each other and collide with static obstacles. They can be switched to be "kinematic" in which case they act like static objects, but can be moved around and will still push aside other dynamic objects.
Dynamic actors can also be moved through forces and impulses.
Dynamic actors must be made up of convex collision meshes. They cannot use concave meshes.
void ezJoltDynamicActorComponent::AddConstraint | ( | ezComponentHandle | hComponent | ) |
Should be called by components that add Jolt constraints to this body.
All registered components receive ezJoltMsgDisconnectConstraints in case the body is deleted. It is necessary to react to that by removing the Jolt constraint, otherwise Jolt will crash during the next update.
void ezJoltDynamicActorComponent::AddForceAtPos | ( | ezMsgPhysicsAddForce & | ref_msg | ) |
Adds a physics force to this body at the given location.
A force is something that applies a constant push, for example wind that blows on an object over a longer duration.
void ezJoltDynamicActorComponent::AddImpulseAtPos | ( | ezMsgPhysicsAddImpulse & | ref_msg | ) |
Adds a physics impulse to this body at the given location.
An impulse is a force that is applied only once, e.g. a sudden push.
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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 ezJoltActorComponent.
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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 ezJoltActorComponent.
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overrideprotectedvirtual |
This method is called once for active components, at the start of the next world update, but only when the world is simulated.
This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().
However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.
Additionally, OnSimulationStarted() is only executed once, even if the ezWorld pauses and resumes world simulation multiple times. However, note that it will be called again after the component has been deactivated and is activated again.
Reimplemented from ezJoltActorComponent.
void ezJoltDynamicActorComponent::SetGravityFactor | ( | float | fFactor | ) |
Adjusts how strongly gravity affects this actor. Has no effect for kinematic actors.
Set this to zero to fully disable gravity.
void ezJoltDynamicActorComponent::SetKinematic | ( | bool | b | ) |
Turns the actor into a 'kinematic' actor.
If an actor is kinematic, it isn't fully simulated anymore, meaning forces do not affect it further. Thus it does not fall down, it can't be pushed by other actors, it is mostly like a static actor.
However, it can be moved programmatically. If other code changes the position of this object, it will move to that location and while doing so, it pushes other dynamic actors out of the way.
Kinematic actors are typically used for moving platforms, doors and other objects that need to move and push aside dynamic actors.
ezVec3 ezJoltDynamicActorComponent::m_vCenterOfMass = ezVec3::MakeZero() |
A local offset for the center of mass.