ezEngine  Milestone 9
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

void Update ()
 
virtual void SerializeComponent (ezWorldWriter &stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (ezWorldReader &stream) override
 Override this to load the current state of the component from the given stream. More...
 
virtual ezResult GetLocalBounds (ezBoundingBoxSphere &bounds, bool &bAlwaysVisible) override
 Called by ezRenderComponent::OnUpdateLocalBounds(). If EZ_SUCCESS is returned, bounds and bAlwaysVisible will be integrated into the ezMsgUpdateLocalBounds result, otherwise the out values are simply ignored.
 
void OnExtractGeometry (ezMsgExtractGeometry &msg) const
 
void OnExtractRenderData (ezMsgExtractRenderData &msg) const
 
void OnCollision (ezMsgCollision &msg)
 
void AddImpulseAtPos (ezMsgPhysicsAddImpulse &msg)
 
bool IsBroken () const
 
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 fDisappearTimeout)
 
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
 
ezMaterialResourceHandle GetMaterial () const
 
void SetBrokenMaterialFile (const char *szFile)
 
const char * GetBrokenMaterialFile () const
 
ezMaterialResourceHandle GetBrokenMaterial () const
 
- Public Member Functions inherited from ezRenderComponent
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...
 
void OnUpdateLocalBounds (ezMsgUpdateLocalBounds &msg)
 
void TriggerLocalBoundsUpdate ()
 
EZ_ALWAYS_INLINE ezUInt32 GetUniqueIdForRendering (ezUInt32 uiInnerIndex=0, ezUInt32 uiInnerIndexShift=24) const
 
- Public Member Functions inherited from ezComponent
void SetActive (bool bActive)
 Sets the active state of the component. Note that it is up to the manager if he differentiates between active and inactive components.
 
void Activate ()
 Activates the component. Note that it is up to the manager if he differentiates between active and inactive components.
 
void Deactivate ()
 Deactivates the component.
 
bool IsActive () const
 Returns whether this component is active.
 
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.
 
bool SendMessage (ezMessage &msg)
 Sends a message to this component.
 
bool SendMessage (ezMessage &msg) const
 
void PostMessage (const ezMessage &msg, ezObjectMsgQueueType::Enum queueType) const
 Queues the message for the given phase and processes it later in that phase.
 
void PostMessage (const ezMessage &msg, ezObjectMsgQueueType::Enum queueType, ezTime delay) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
 
void SetUserFlag (ezUInt8 flagIndex, bool set)
 Stores a custom flag. Index must be between 0 and 7. More...
 
bool GetUserFlag (ezUInt8 flagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
- Public Member Functions inherited from ezReflectedClass
virtual const ezRTTIGetDynamicRTTI () const
 
EZ_ALWAYS_INLINE 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 Initialize () override
 Can be overridden for basic initialization that depends on a valid hierarchy and position. 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...
 
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 Break (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 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 ezUInt16 GetTypeId () const =0
 
virtual ezComponentMode::Enum GetMode () const =0
 
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
 
virtual bool OnUnhandledMessage (ezMessage &msg)
 When EnableUnhandledMessageHandler() was activated, called for messages all unhandled messages.
 
virtual bool OnUnhandledMessage (ezMessage &msg) const
 When EnableUnhandledMessageHandler() was activated, called for messages all unhandled messages.
 

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_fDisappearTimeout
 
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
 
bool m_bPiecesMovedThisFrame = false
 
ezMeshResourceHandle m_hUnbrokenMesh
 
ezMeshResourceHandle m_hPiecesMesh
 
ezDynamicArray< ezMat4, ezAlignedAllocatorWrapperm_PieceTransforms
 
ezDynamicArray< ezBoundingBoxm_PieceBoundingBoxes
 
ezBoundingSphere m_BrokenPiecesBoundingSphere
 
ezUInt32 m_uiNumActiveBrokenPieceActors = 0
 
ezTime m_TimeUntilDisappear
 
ezVec3 m_vExtents
 
ezGALBufferHandle m_hPieceTransformsBuffer
 
physx::PxRigidStatic * m_pUnbrokenActor = nullptr
 
ezUInt32 m_uiUnbrokenShapeId = ezInvalidIndex
 
ezPxUserData m_UnbrokenUserData
 
ezDynamicArray< physx::PxRigidDynamic * > m_PieceActors
 
ezDynamicArray< ezUInt32 > m_PieceShapeIds
 
ezDynamicArray< ezPxUserDatam_PieceUserDatas
 
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 *pComponent, ezUInt32 uiInnerIndex=0, ezUInt32 uiInnerIndexShift=24)
 
- 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

◆ Deinitialize()

void ezBreakableSheetComponent::Deinitialize ( )
overrideprotectedvirtual

This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.

This function is always called before destruction, even if the component is currently not active. The default implementation checks whether the component is currently active and will ensure OnDeactivated() gets called if necessary. For typical game code, prefer to use OnDeactivated().

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

Reimplemented from ezRenderComponent.

◆ DeserializeComponent()

void ezBreakableSheetComponent::DeserializeComponent ( ezWorldReader 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.

◆ Initialize()

void ezBreakableSheetComponent::Initialize ( )
overrideprotectedvirtual

Can be overridden for basic initialization that depends on a valid hierarchy and position.

All trivial initialization should be done in the constructor. For typical game code, you should prefer to use OnSimulationStarted(). This method is called once for every component, after creation but only at the start of the next world update. Therefore the global position has already been computed and the owner ezGameObject is set. Contrary to OnActivated() and OnSimulationStarted(), this function is always called for all components.

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

Reimplemented from ezComponent.

◆ 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 ever executed once on a component, even if the ezWorld pauses and resumes world simulation multiple times. Thus components that should only execute a thing exactly once, will work correctly. In contrast OnActivated() and OnDeactivated() will be executed every time the component's active state is toggled, which could re-execute the same behavior multiple times.

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

Reimplemented from ezComponent.


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