3#include <Core/World/ComponentManager.h>
4#include <GameEngine/Physics/RopeSimulator.h>
41 virtual void SerializeComponent(
plWorldWriter& inout_stream)
const override;
42 virtual void DeserializeComponent(
plWorldReader& inout_stream)
override;
44 virtual void OnActivated()
override;
45 virtual void OnDeactivated()
override;
55 plUInt16 m_uiPieces = 16;
57 void SetAnchor1Reference(
const char* szReference);
58 void SetAnchor2Reference(
const char* szReference);
66 void SetSlack(
float fVal);
67 float GetSlack()
const {
return m_fSlack; }
70 void SetAttachToAnchor1(
bool bVal);
72 void SetAttachToAnchor2(
bool bVal);
73 bool GetAttachToAnchor1()
const;
74 bool GetAttachToAnchor2()
const;
77 float m_fDamping = 0.5f;
81 void SendCurrentPose();
82 void SendPreviewPose();
88 float m_fSlack = 0.0f;
89 plUInt32 m_uiPreviewHash = 0;
93 bool m_bIsDynamic =
true;
94 plUInt8 m_uiCheckEquilibriumCounter = 0;
95 plUInt8 m_uiSleepCounter = 0;
97 float m_fWindInfluence = 0.0f;
100 const char* DummyGetter()
const {
return nullptr; }
Base class of all component types.
Definition Component.h:25
Definition ComponentManager.h:88
Simulates the behavior of a rope/cable without physical interaction with the world.
Definition FakeRopeComponent.h:34
Definition FakeRopeComponent.h:9
A simple simulator for swinging and hanging ropes.
Definition RopeSimulator.h:17
A world encapsulates a scene graph of game objects and various component managers and their component...
Definition World.h:22
virtual void Initialize()
This method is called after the constructor. A derived type can override this method to do initializa...
Definition WorldModule.h:98
Reads a world description from a stream. Allows to instantiate that world multiple times in different...
Definition WorldReader.h:47
Stores an entire plWorld in a stream.
Definition WorldWriter.h:13
A handle to a game object.
Definition Declarations.h:76
Default enum for returning failure or success, instead of using a bool.
Definition Types.h:54
Definition WorldModule.h:33