Plasma Engine  2.0
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plAnimatedMeshComponent Class Reference

Instantiates a mesh that can be animated through skeletal animation. More...

#include <AnimatedMeshComponent.h>

Inheritance diagram for plAnimatedMeshComponent:

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.
 
void RetrievePose (plDynamicArray< plMat4 > &out_modelTransforms, plTransform &out_rootTransform, const plSkeleton &skeleton)
 
- Public Member Functions inherited from plMeshComponentBase
void SetMesh (const plMeshResourceHandle &hMesh)
 Changes which mesh to render.
 
PL_ALWAYS_INLINE const plMeshResourceHandleGetMesh () const
 
void SetMaterial (plUInt32 uiIndex, const plMaterialResourceHandle &hMaterial)
 Sets the material that should be used for the sub-mesh with the given index.
 
plMaterialResourceHandle GetMaterial (plUInt32 uiIndex) const
 
void SetMeshFile (const char *szFile)
 
const char * GetMeshFile () const
 
void SetColor (const plColor &color)
 An additional tint color passed to the renderer to modify the mesh.
 
const plColorGetColor () const
 
void SetSortingDepthOffset (float fOffset)
 The sorting depth offset allows to tweak the order in which this mesh is rendered relative to other meshes.
 
float GetSortingDepthOffset () const
 
void OnMsgSetMeshMaterial (plMsgSetMeshMaterial &ref_msg)
 
void OnMsgSetColor (plMsgSetColor &ref_msg)
 
- Public Member Functions inherited from plRenderComponent
void TriggerLocalBoundsUpdate ()
 Call this when some value was modified that affects the size of the local bounding box and it should be recomputed.
 
PL_ALWAYS_INLINE plUInt32 GetUniqueIdForRendering (plUInt32 uiInnerIndex=0, plUInt32 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 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.
 

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.
 
virtual plMeshRenderDataCreateRenderData () const override
 
virtual plResult GetLocalBounds (plBoundingBoxSphere &bounds, bool &bAlwaysVisible, plMsgUpdateLocalBounds &msg) override
 Called by plRenderComponent::OnUpdateLocalBounds(). If PL_SUCCESS is returned, bounds and bAlwaysVisible will be integrated into the plMsgUpdateLocalBounds result, otherwise the out values are simply ignored.
 
void OnAnimationPoseUpdated (plMsgAnimationPoseUpdated &msg)
 
void OnQueryAnimationSkeleton (plMsgQueryAnimationSkeleton &msg)
 
void InitializeAnimationPose ()
 
void MapModelSpacePoseToSkinningSpace (const plHashTable< plHashedString, plMeshResourceDescriptor::BoneData > &bones, const plSkeleton &skeleton, plArrayPtr< const plMat4 > modelSpaceTransforms, plBoundingBox *bounds)
 
- Protected Member Functions inherited from plMeshComponentBase
plUInt32 Materials_GetCount () const
 
const char * Materials_GetValue (plUInt32 uiIndex) const
 
void Materials_SetValue (plUInt32 uiIndex, const char *value)
 
void Materials_Insert (plUInt32 uiIndex, const char *value)
 
void Materials_Remove (plUInt32 uiIndex)
 
void OnMsgExtractRenderData (plMsgExtractRenderData &msg) const
 
- Protected Member Functions inherited from plRenderComponent
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.
 
void OnUpdateLocalBounds (plMsgUpdateLocalBounds &msg)
 
void InvalidateCachedRenderData ()
 
- 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 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

plTransform m_RootTransform = plTransform::MakeIdentity()
 
plBoundingBox m_MaxBounds
 
plSkinningState m_SkinningState
 
plSkeletonResourceHandle m_hDefaultSkeleton
 
- Protected Attributes inherited from plMeshComponentBase
plMeshResourceHandle m_hMesh
 
plDynamicArray< plMaterialResourceHandlem_Materials
 
plColor m_Color = plColor::White
 
float m_fSortingDepthOffset = 0.0f
 
- 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.
 

Additional Inherited Members

- Static Public Member Functions inherited from plRenderComponent
static plUInt32 GetUniqueIdForRendering (const plComponent &component, plUInt32 uiInnerIndex=0, plUInt32 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 plNoBase
static const plRTTIGetStaticRTTI ()
 

Detailed Description

Instantiates a mesh that can be animated through skeletal animation.

The referenced mesh has to contain skinning information.

This component only creates an animated mesh for rendering. It does not animate the mesh in any way. The component handles messages of type plMsgAnimationPoseUpdated. Using this message other systems can set a new pose for the animated mesh.

For example the plSkeletonPoseComponent, plSimpleAnimationComponent and plAnimationControllerComponent do this to change the pose of the animated mesh.

Member Function Documentation

◆ CreateRenderData()

plMeshRenderData * plAnimatedMeshComponent::CreateRenderData ( ) const
overrideprotectedvirtual

Reimplemented from plMeshComponentBase.

◆ DeserializeComponent()

void plAnimatedMeshComponent::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 plMeshComponentBase.

◆ GetLocalBounds()

plResult plAnimatedMeshComponent::GetLocalBounds ( plBoundingBoxSphere & ref_bounds,
bool & ref_bAlwaysVisible,
plMsgUpdateLocalBounds & ref_msg )
overrideprotectedvirtual

Called by plRenderComponent::OnUpdateLocalBounds(). If PL_SUCCESS is returned, bounds and bAlwaysVisible will be integrated into the plMsgUpdateLocalBounds result, otherwise the out values are simply ignored.

Reimplemented from plMeshComponentBase.

◆ OnActivated()

void plAnimatedMeshComponent::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 plRenderComponent.

◆ OnDeactivated()

void plAnimatedMeshComponent::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 plRenderComponent.

◆ SerializeComponent()

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

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

Reimplemented from plMeshComponentBase.


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