ezEngine Release 26.3
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ezSplineComponent Class Reference

Describes a Spline shape. More...

#include <SplineComponent.h>

Inheritance diagram for ezSplineComponent:

Public Member Functions

virtual void SerializeComponent (ezWorldWriter &ref_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (ezWorldReader &ref_stream) override
 Override this to load the current state of the component from the given stream.
 
void SetClosed (bool bClosed)
 Whether the spline end connects to the beginning.
 
bool GetClosed () const
 
void SetSplineFlags (ezBitflags< ezSplineComponentFlags > flags)
 
ezBitflags< ezSplineComponentFlags > GetSplineFlags () const
 
ezVec3 GetPositionAtKey (float fKey, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the position of the spline at the given key (segment index + t).
 
ezVec3 GetForwardDirAtKey (float fKey, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the forward direction of the spline at the given key (segment index + t).
 
ezVec3 GetUpDirAtKey (float fKey, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the up direction of the spline at the given key (segment index + t).
 
ezVec3 GetScaleAtKey (float fKey, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the scale of the spline at the given key (segment index + t).
 
ezTransform GetTransformAtKey (float fKey, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the transform of the spline at the given key (segment index + t).
 
float GetTotalLength () const
 Returns the total length of the spline (in local space)
 
float GetSegmentLength (ezUInt32 uiSegmentIndex) const
 Returns the segment length for the given segment index (in local space)
 
float GetKeyAtDistance (float fDistance) const
 Returns the spline key (segment index + t) for the given distance along the spline.
 
ezVec3 GetPositionAtDistance (float fDistance, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the position of the spline at the given distance along the spline.
 
ezVec3 GetForwardDirAtDistance (float fDistance, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the forward direction of the spline at the given distance along the spline.
 
ezVec3 GetUpDirAtDistance (float fDistance, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the up direction of the spline at the given distance along the spline.
 
ezVec3 GetScaleAtDistance (float fDistance, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the scale of the spline at the given distance along the spline.
 
ezTransform GetTransformAtDistance (float fDistance, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default) const
 Returns the full transform of the spline at the given distance along the spline.
 
float FindKeyClosestToPoint (const ezVec3 &vPoint, float &out_fDistanceToPoint, ezEnum< ezSplineComponentSpace > space=ezSplineComponentSpace::Default, float fMaxError=0.1f) const
 Finds the closest point on the spline to the given point in space.
 
const ezSplineGetSpline () const
 Access to the underlying spline object.
 
void SetSpline (ezSpline &&spline)
 
const ezArrayMap< float, float > & GetDistanceToKeyRemapping () const
 Returns the underlying mapping of distances to spline keys.
 
ezUInt32 GetChangeCounter () const
 
const ezUuidGetUuid () const
 Returns the unique identifier of this spline component. This is only valid for spline components created in the editor.
 
- 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.
 

Static Public Member Functions

static float GetKeyAtDistanceHelper (const ezArrayMap< float, float > &distanceToKey, float fDistance)
 
- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Protected Member Functions

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 OnMsgSplineChanged (ezMsgSplineChanged &ref_msg)
 Informs the spline component, that its shape has changed. Sent by spline nodes when they are modified.
 
void SendSplineChangedEvent ()
 
ezUInt32 Nodes_GetCount () const
 
const ezHashedStringNodes_GetNode (ezUInt32 uiIndex) const
 
void Nodes_SetNode (ezUInt32 uiIndex, const ezHashedString &sNodeName)
 
void Nodes_Insert (ezUInt32 uiIndex, const ezHashedString &sNodeName)
 
void Nodes_Remove (ezUInt32 uiIndex)
 
void UpdateSpline (bool bSendChangedEvent=true)
 
ezSplineNodeComponentFindNodeComponent (const ezHashedString &sNodeName)
 
void UpdateFromNodeObjects ()
 
void InsertHalfPoint (ezDynamicArray< float > &ref_Ts, ezUInt32 uiCp0, float fLowerT, float fUpperT, const ezSimdVec4f &vLowerPos, const ezSimdVec4f &vUpperPos, float fDistSqr, ezInt32 iMinSteps, ezInt32 iMaxSteps) const
 
void CreateDistanceToKeyRemapping ()
 
void DrawDebugVisualizations (ezBitflags< ezSplineComponentFlags > flags) const
 
void DrawDebugTangents (ezUInt32 uiPointIndex, ezSplineTangentMode::Enum tangentModeIn=ezSplineTangentMode::Default, ezSplineTangentMode::Enum tangentModeOut=ezSplineTangentMode::Default) const
 
bool DrawSplineOnSelection () const
 
void OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const
 
void OnObjectCreated (const ezAbstractObjectNode &node)
 
- 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

ezSpline m_Spline
 
ezSmallArray< ezHashedString, 1 > m_Nodes
 
ezArrayMap< float, float > m_DistanceToKey
 
float m_fTotalLength = 0.0f
 
ezBitflags< ezSplineComponentFlags > m_SplineFlags
 
ezUInt8 m_uiDummy = 0
 
ezUInt16 m_uiExtractedFrame = 0
 
ezUuid m_Uuid
 
- 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 ezSplineNodeComponent
 

Detailed Description

Describes a Spline shape.

This can be used for moving things along the spline (see ezFollowSplineComponent) or to describe the (complex) shape of an object, for example a rope.

The ezSplineComponent stores the shape as nodes with positions and tangents. It additionally creates a remapping from distance along the spline to spline key (segment index + t) for easier evaluation by distance.

To set up the shape, attach child objects and attach an ezSplineNodeComponent to each. Also give each child object a distinct name. Then reference these child objects by name through the "Nodes" property on the spline shape.

During scene export, typically the child objects are automatically deleted (if they have no children and no other components). Instead, the ezSplineComponent stores all necessary information in a more compact representation.

Member Function Documentation

◆ DeserializeComponent()

void ezSplineComponent::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 ezSplineComponent::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 ezSplineComponent::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.

◆ SerializeComponent()

void ezSplineComponent::SerializeComponent ( ezWorldWriter inout_stream) const
overridevirtual

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

Reimplemented from ezComponent.


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