ezEngine  Release 25.03
ezJoltRopeComponent Class Reference

Creates a physically simulated rope that is made up of multiple segments. More...

#include <JoltRopeComponent.h>

Inheritance diagram for ezJoltRopeComponent:

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 SetGravityFactor (float fGravity)
 How strongly gravity pulls the rope down.
 
float GetGravityFactor () const
 
void SetSurfaceFile (ezStringView sFile)
 The ezSurfaceResource to be used on the rope physics bodies.
 
ezStringView GetSurfaceFile () const
 
void SetAnchor1Reference (const char *szReference)
 Sets the anchor 1 references by object GUID.
 
void SetAnchor2Reference (const char *szReference)
 Sets the anchor 2 references by object GUID.
 
void SetAnchor1 (ezGameObjectHandle hActor)
 Sets the anchor 1 reference.
 
void SetAnchor2 (ezGameObjectHandle hActor)
 Sets the anchor 2 reference.
 
void AddForceAtPos (ezMsgPhysicsAddForce &ref_msg)
 Adds a force (like wind) to the rope.
 
void AddImpulseAtPos (ezMsgPhysicsAddImpulse &ref_msg)
 Adds an impulse (like an impact) to the rope.
 
void SetAnchor1ConstraintMode (ezEnum< ezJoltRopeAnchorConstraintMode > mode)
 Configures how the rope is attached at anchor 1.
 
ezEnum< ezJoltRopeAnchorConstraintModeGetAnchor1ConstraintMode () const
 
void SetAnchor2ConstraintMode (ezEnum< ezJoltRopeAnchorConstraintMode > mode)
 Configures how the rope is attached at anchor 2.
 
ezEnum< ezJoltRopeAnchorConstraintModeGetAnchor2ConstraintMode () const
 
void OnJoltMsgDisconnectConstraints (ezJoltMsgDisconnectConstraints &ref_msg)
 Makes sure that the rope's connection to a removed body also gets removed.
 
- 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

ezUInt8 m_uiCollisionLayer = 0
 Defines which other physics objects the rope collides with.
 
ezUInt16 m_uiPieces = 16
 Of how many pieces the rope is made up.
 
float m_fThickness = 0.05f
 How thick the simulated rope is. This is independent of the rope render thickness.
 
float m_fSlack = 0.3f
 How much the rope should sag. A value of 0 means it should be absolutely straight.
 
bool m_bCCD = false
 
ezAngle m_MaxBend = ezAngle::MakeFromDegree(30)
 How much each rope segment may bend.
 
ezAngle m_MaxTwist = ezAngle::MakeFromDegree(15)
 How much each rope segment may twist.
 

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 OnActivated () override
 This method is called when the component gets activated. More...
 
virtual void OnDeactivated () override
 This method is called when the component gets deactivated. More...
 
- 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 Deinitialize ()
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. 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
 

Additional Inherited Members

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

Creates a physically simulated rope that is made up of multiple segments.

The rope will be created between two anchor points. The component requires at least one anchor to be provided, if no second anchor is given, the rope's owner is used as the second.

If the anchors themselves are physically simulated bodies, the rope will attach to those bodies, making it possible to constrain physics objects with a rope.

Member Function Documentation

◆ DeserializeComponent()

void ezJoltRopeComponent::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.

◆ OnActivated()

void ezJoltRopeComponent::OnActivated ( )
overrideprotectedvirtual

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 ezJoltRopeComponent::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 ezComponent.

◆ OnSimulationStarted()

void ezJoltRopeComponent::OnSimulationStarted ( )
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.

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

Reimplemented from ezComponent.

Member Data Documentation

◆ m_bCCD

bool ezJoltRopeComponent::m_bCCD = false

If enabled, a more precise simulation method is used, preventing the rope from tunneling through walls. This comes at an extra performance cost.


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