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Plasma Engine
2.0
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Instantiates a mesh that can be animated through skeletal animation. More...
#include <AnimatedMeshComponent.h>
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) |
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void | SetMesh (const plMeshResourceHandle &hMesh) |
Changes which mesh to render. | |
PL_ALWAYS_INLINE const plMeshResourceHandle & | GetMesh () 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 plColor & | GetColor () 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) |
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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. | |
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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. | |
plComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const plComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
plGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const plGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
plWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const plWorld * | GetWorld () 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. | |
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virtual const plRTTI * | GetDynamicRTTI () 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 plMeshRenderData * | CreateRenderData () 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) |
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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 |
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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 () |
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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 |
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plMeshResourceHandle | m_hMesh |
plDynamicArray< plMaterialResourceHandle > | m_Materials |
plColor | m_Color = plColor::White |
float | m_fSortingDepthOffset = 0.0f |
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const plRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Additional Inherited Members | |
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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. | |
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static const plRTTI * | GetStaticRTTI () |
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.
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overrideprotectedvirtual |
Reimplemented from plMeshComponentBase.
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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.
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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.
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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.
Reimplemented from plRenderComponent.
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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.
Reimplemented from plRenderComponent.
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overridevirtual |
Override this to save the current state of the component to the given stream.
Reimplemented from plMeshComponentBase.