ezEngine  Release 25.03
ezBreakableSheetComponent Class Reference

A breakable sheet is a 2D rectangular sheet (with a specified surface) which is breakable. More...

#include <BreakableSheet.h>

Inheritance diagram for ezBreakableSheetComponent:

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...
 
virtual ezResult GetLocalBounds (ezBoundingBoxSphere &ref_bounds, bool &ref_bAlwaysVisible, ezMsgUpdateLocalBounds &ref_msg) override
 Called by ezRenderComponent::OnUpdateLocalBounds(). More...
 
ezBreakableSheetComponentoperator= (ezBreakableSheetComponent &&other)
 
void SetWidth (float fWidth)
 
float GetWidth () const
 
void SetHeight (float fHeight)
 
float GetHeight () const
 
void SetThickness (float fThickness)
 
float GetThickness () const
 
void SetDensity (float fDensity)
 
float GetDensity () const
 
void SetBreakImpulseStrength (float fBreakImpulseStrength)
 
float GetBreakImpulseStrength () const
 
void SetDisappearTimeout (ezTime disappearTimeout)
 
ezTime GetDisappearTimeout () const
 
void SetFixedBorder (bool bFixedBorder)
 
bool GetFixedBorder () const
 
void SetFixedRandomSeed (ezUInt32 uiFixedRandomSeed)
 
ezUInt32 GetFixedRandomSeed () const
 
void SetNumPieces (ezUInt32 uiNumPieces)
 
ezUInt32 GetNumPieces () const
 
void SetMaterialFile (const char *szFile)
 
const char * GetMaterialFile () const
 
void SetBrokenMaterialFile (const char *szFile)
 
const char * GetBrokenMaterialFile () const
 
ezMaterialResourceHandle GetMaterial () const
 
ezMaterialResourceHandle GetBrokenMaterial () const
 
void AddImpulseAtPos (ezMsgPhysicsAddImpulse &ref_msg)
 
void Break ()
 
bool IsBroken () const
 
void OnMsgExtractGeometry (ezMsgExtractGeometry &ref_msg) 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

ezUInt8 m_uiCollisionLayerUnbroken = 0
 
ezUInt8 m_uiCollisionLayerBrokenPieces = 0
 
bool m_bIncludeInNavmesh = true
 

Protected Member Functions

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...
 
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...
 
void Update ()
 
void OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const
 
void OnCollision (ezMsgCollision &msg)
 
void BreakNow (const ezMsgCollision *pMessage=nullptr)
 
void CreateMeshes ()
 
void AddSkirtPolygons (ezVec2 Point0, ezVec2 Point1, float fHalfThickness, ezInt32 iPieceMatrixIndex, ezGeometry &Geometry) const
 
void BuildMeshResourceFromGeometry (ezGeometry &Geometry, ezMeshResourceDescriptor &MeshDesc, bool bWithSkinningData) const
 
void UpdateBrokenPiecesBoundingSphere ()
 
void CreateUnbrokenPhysicsObject ()
 
void DestroyUnbrokenPhysicsObject ()
 
void CreatePiecesPhysicsObjects (ezVec3 vImpulse, ezVec3 vPointOfBreakage)
 
void DestroyPiecesPhysicsObjects ()
 
void ReinitMeshes ()
 
void Cleanup ()
 
void SetPieceTransform (const physx::PxTransform &transform, void *pAdditionalUserData)
 
- 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...
 
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...
 
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

float m_fWidth = 1.0f
 
float m_fHeight = 1.0f
 
float m_fThickness = 0.1f
 
float m_fBreakImpulseStrength = 25.0f
 
float m_fDensity = 1500.0f
 
ezTime m_DisappearTimeout
 
ezUInt32 m_uiFixedRandomSeed = 0
 
ezUInt32 m_uiNumPieces = 32
 
bool m_bFixedBorder = false
 
ezMaterialResourceHandle m_hMaterial
 
ezMaterialResourceHandle m_hBrokenMaterial
 
ezEventMessageSender< ezMsgBreakableSheetBrokem_BreakEventSender
 
ezUInt32 m_uiRandomSeedUsed = 0
 
bool m_bBroken = false
 
ezMeshResourceHandle m_hUnbrokenMesh
 
ezMeshResourceHandle m_hPiecesMesh
 
ezDynamicArray< ezBoundingBoxm_PieceBoundingBoxes
 
ezBoundingSphere m_BrokenPiecesBoundingSphere
 
ezUInt32 m_uiNumActiveBrokenPieceActors = 0
 
ezTime m_TimeUntilDisappear
 
ezVec3 m_vExtents
 
ezSkinningState m_SkinningState
 
physx::PxRigidStatic * m_pUnbrokenActor = nullptr
 
ezUInt32 m_uiUnbrokenShapeId = ezInvalidIndex
 
ezUInt32 m_uiUnbrokenUserDataIndex = ezInvalidIndex
 
ezDynamicArray< physx::PxRigidDynamic * > m_PieceActors
 
ezDynamicArray< ezUInt32 > m_PieceShapeIds
 
ezDynamicArray< ezUInt32 > m_PieceUserDataIndices
 
ezMap< ezUInt32, physx::PxRigidDynamic * > m_ShapeIDsToActors
 
- 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 ezPxDynamicActorComponentManager
 

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

A breakable sheet is a 2D rectangular sheet (with a specified surface) which is breakable.

Member Function Documentation

◆ DeserializeComponent()

void ezBreakableSheetComponent::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 ezBreakableSheetComponent::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.

◆ OnActivated()

void ezBreakableSheetComponent::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 ezRenderComponent.

◆ OnDeactivated()

void ezBreakableSheetComponent::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.

◆ OnSimulationStarted()

void ezBreakableSheetComponent::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.


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