Plasma Engine  2.0
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plSensorComponent Class Referenceabstract

Base class for sensor components that can be used for AI perception like vision or hearing. More...

#include <SensorComponent.h>

Inheritance diagram for plSensorComponent:

Public Member Functions

virtual void SerializeComponent (plWorldWriter &inout_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (plWorldReader &inout_stream) override
 Override this to load the current state of the component from the given stream.
 
virtual void GetObjectsInSensorVolume (plDynamicArray< plGameObject * > &out_objects) const =0
 
virtual void DebugDrawSensorShape () const =0
 
void SetSpatialCategory (const char *szCategory)
 
const char * GetSpatialCategory () const
 
void SetUpdateRate (const plEnum< plUpdateRate > &updateRate)
 
const plEnum< plUpdateRate > & GetUpdateRate () const
 
void SetShowDebugInfo (bool bShow)
 
bool GetShowDebugInfo () const
 
void SetColor (plColorGammaUB color)
 
plColorGammaUB GetColor () const
 
plArrayPtr< const plGameObjectHandleGetLastDetectedObjects () const
 Returns the list of objects that this sensor has detected during its last update.
 
bool RunSensorCheck (plPhysicsWorldModuleInterface *pPhysicsWorldModule, plDynamicArray< plGameObject * > &out_objectsInSensorVolume, plDynamicArray< plGameObjectHandle > &ref_detectedObjects, bool bPostChangeMsg) const
 Updates the sensor state right now.
 
- Public Member Functions inherited from plComponent
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.
 
plComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const plComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
plGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const plGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
plWorldGetWorld ()
 Returns the corresponding world for this component.
 
const plWorldGetWorld () const
 Returns the corresponding world for this component.
 
plComponentHandle GetHandle () const
 Returns a handle to this component.
 
plUInt32 GetUniqueID () const
 Returns the unique id for this component.
 
void SetUniqueID (plUInt32 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.
 
PL_ALWAYS_INLINE bool SendMessage (plMessage &ref_msg)
 Sends a message to this component.
 
PL_ALWAYS_INLINE bool SendMessage (plMessage &ref_msg) const
 
void PostMessage (const plMessage &msg, plTime delay=plTime::MakeZero(), plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::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 plMessage &msg) const
 Returns whether the given Message is handled by this component.
 
void SetUserFlag (plUInt8 uiFlagIndex, bool bSet)
 Be careful to check which flags may already be in use by base classes.
 
bool GetUserFlag (plUInt8 uiFlagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
void SetCreatedByPrefab ()
 Adds plObjectFlags::CreatedByPrefab to the component. See the flag for details.
 
bool WasCreatedByPrefab () const
 Checks whether the plObjectFlags::CreatedByPrefab flag is set on this component.
 
- Public Member Functions inherited from plReflectedClass
virtual const plRTTIGetDynamicRTTI () const
 
bool IsInstanceOf (const plRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
 
template<typename T >
PL_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.
 

Public Attributes

bool m_bTestVisibility = true
 
plUInt8 m_uiCollisionLayer = 0
 
plTagSet m_IncludeTags
 
plTagSet m_ExcludeTags
 

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 UpdateSpatialCategory ()
 
void UpdateScheduling ()
 
void UpdateDebugInfo ()
 
- Protected Member Functions inherited from plComponent
 plComponent ()
 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 plWorldModuleTypeId GetTypeId () const =0
 
virtual plComponentMode::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 (plMessage &msg, bool bWasPostedMsg)
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
virtual bool OnUnhandledMessage (plMessage &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

plEnum< plUpdateRatem_UpdateRate
 
bool m_bShowDebugInfo = false
 
plColorGammaUB m_Color = plColorScheme::LightUI(plColorScheme::Orange)
 
plHashedString m_sSpatialCategory
 
plSpatialData::Category m_SpatialCategory = plInvalidSpatialDataCategory
 
plDynamicArray< plGameObjectHandlem_LastDetectedObjects
 
- Protected Attributes inherited from plComponent
const plRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Friends

class plSensorWorldModule
 

Additional Inherited Members

- Static Public Member Functions inherited from plNoBase
static const plRTTIGetStaticRTTI ()
 

Detailed Description

Base class for sensor components that can be used for AI perception like vision or hearing.

Derived component classes implemented different shapes like sphere cylinder or cone. All sensors do a query with the specified spatial category in the world's spatial system first, therefore it is necessary to have objects with matching spatial category for the sensors to detect them. This can be achieved with components like e.g. plMarkerComponent. Visibility tests via raycasts are done afterwards by default but can be disabled. The components store an array of all their currently detected objects and send an plMsgSensorDetectedObjectsChanged message if this array changes.

Member Function Documentation

◆ DeserializeComponent()

void plSensorComponent::DeserializeComponent ( plWorldReader & 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 plComponent.

Reimplemented in plSensorConeComponent, plSensorCylinderComponent, and plSensorSphereComponent.

◆ OnActivated()

void plSensorComponent::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 plComponent.

◆ OnDeactivated()

void plSensorComponent::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 plComponent.

◆ RunSensorCheck()

bool plSensorComponent::RunSensorCheck ( plPhysicsWorldModuleInterface * pPhysicsWorldModule,
plDynamicArray< plGameObject * > & out_objectsInSensorVolume,
plDynamicArray< plGameObjectHandle > & ref_detectedObjects,
bool bPostChangeMsg ) const

Updates the sensor state right now.

If the update rate isn't set to 'Never', this is periodically done automatically. Otherwise, it has to be called manually to update the state on demand.

Afterwards out_objectsInSensorVolume will contain all objects that were found inside the volume. ref_detectedObjects needs to be provided as a temp array, but will not contain a usable result afterwards, call GetLastDetectedObjects() instead.

If bPostChangeMsg is true, plMsgSensorDetectedObjectsChanged is posted in case there is a change. Physical visibility checks are skipped in case pPhysicsWorldModule is null.

Returns true, if there was a change in detected objects, false if the same objects were detected as last time.

◆ SerializeComponent()

void plSensorComponent::SerializeComponent ( plWorldWriter & inout_stream) const
overridevirtual

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

Reimplemented from plComponent.

Reimplemented in plSensorConeComponent, plSensorCylinderComponent, and plSensorSphereComponent.


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