ezEngine Release 26.9
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ezTerrainBrushBaseComponent Class Referenceabstract

#include <TerrainBrushBaseComponent.h>

Inheritance diagram for ezTerrainBrushBaseComponent:

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.
 
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.
 
void SetHalfSizeX (float fSize)
 
float GetHalfSizeX () const
 
void SetInnerRadius (float fRadius)
 
float GetInnerRadius () const
 
void SetOuterRadius (float fRadius)
 
float GetOuterRadius () const
 
void SetFalloff (float fFalloff)
 
float GetFalloff () const
 
void SetMaterialIndex (ezUInt8 uiIndex)
 
ezUInt8 GetMaterialIndex () const
 
void SetMaterialStrength (float fStrength)
 Blend strength for material painting in [0, 1]. 0 = disabled.
 
float GetMaterialStrength () const
 
void SetAffectPatches (bool b)
 
bool GetAffectPatches () const
 
void SetAffectVolumes (bool b)
 
bool GetAffectVolumes () const
 
void SetNoiseStrength (float fNoise)
 
float GetNoiseStrength () const
 
void SetNoiseFrequency (float fNoise)
 
float GetNoiseFrequency () const
 
void SetPriority (ezInt8 iPriority)
 Brush application order. Higher = applied later = wins. Equal priorities use mode-based ordering.
 
ezInt8 GetPriority () const
 
const ezTagSetGetTags () const
 
void Reflection_SetTag (const char *szTagName)
 
void Reflection_RemoveTag (const char *szTagName)
 
- 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.
 

Protected Member Functions

void OnMsgTransformChanged (ezMsgTransformChanged &msg)
 
void OnMsgSplineChanged (ezMsgSplineChanged &msg)
 
void RefreshBrushes ()
 
void ClearBrushes ()
 
void FillBrush (ezTerrainData_Brush &brush, const ezTransform &transform, float fHalfSizeX)
 Fills transform, HalfSizeX, and all common properties, then calls FillBrushSpecificProperties.
 
virtual void FillBrushSpecificProperties (ezTerrainData_Brush &brush, float fHalfSizeX)=0
 Subclass fills: ModifyMode, m_vHalfExtents.y, m_fHalfExtentYTop, m_fHalfExtentZ.
 
- 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

ezSmallArray< ezUInt32, 1 > m_BrushIndices
 
float m_fHalfSizeX = 0.0f
 
float m_fInnerRadius = 0.0f
 
float m_fOuterRadius = 5.0f
 
float m_fFalloff = 1.0f
 
float m_fNoiseStrength = 0.0f
 
float m_fNoiseFrequency = 1.0f
 
float m_fMaterialStrength = 0.0f
 
ezUInt8 m_uiMaterialIndex = 0
 
ezInt8 m_iPriority = 0
 
bool m_bAffectPatches = true
 
bool m_bAffectVolumes = true
 
ezTagSet m_Tags
 If non-empty, brush only affects terrain objects that have at least one matching tag.
 
- 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

Abstract base for all terrain brush components.

Handles creation and cleanup of TerrainSystem brushes, including automatic spline-path support: if an ezSplineComponent exists on the same game object the brush stamps along the spline instead of acting as a single brush. Properties common to 2D and 3D brushes are declared here and inherited by both ezTerrainBrush2DComponent and ezTerrainBrush3DComponent.

Member Function Documentation

◆ DeserializeComponent()

void ezTerrainBrushBaseComponent::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.

Reimplemented in ezTerrainBrush2DComponent, and ezTerrainBrush3DComponent.

◆ FillBrushSpecificProperties()

virtual void ezTerrainBrushBaseComponent::FillBrushSpecificProperties ( ezTerrainData_Brush brush,
float  fHalfSizeX 
)
protectedpure virtual

Subclass fills: ModifyMode, m_vHalfExtents.y, m_fHalfExtentYTop, m_fHalfExtentZ.

Implemented in ezTerrainBrush2DComponent, and ezTerrainBrush3DComponent.

◆ OnActivated()

void ezTerrainBrushBaseComponent::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 ezComponent.

◆ OnDeactivated()

void ezTerrainBrushBaseComponent::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 ezComponent.

◆ SerializeComponent()

void ezTerrainBrushBaseComponent::SerializeComponent ( ezWorldWriter inout_stream) const
overridevirtual

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

Reimplemented from ezComponent.

Reimplemented in ezTerrainBrush2DComponent, and ezTerrainBrush3DComponent.


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