Plasma Engine  2.0
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plAtmosphericScatteringComponent Class Reference
Inheritance diagram for plAtmosphericScatteringComponent:

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 plResult GetLocalBounds (plBoundingBoxSphere &ref_bounds, bool &ref_bAlwaysVisible, plMsgUpdateLocalBounds &ref_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 SetPlanetRadius (float fPlanetRadius)
 
float GetPlanetRadius () const
 
void SetAtmosphereRadius (float fAtmosphereRadius)
 
float GetAtmosphereRadius () const
 
void SetRayleighScattering (plColor RayleighScattering)
 
plColor GetRayleighScattering () const
 
void SetMieScattering (plColor MieScattering)
 
plColor GetMieScattering () const
 
void SetAbsorption (plColor Absorption)
 
plColor GetAbsorption () const
 
void SetAmbientScattering (plColor AmbientScattering)
 
plColor GetAmbientScattering () const
 
void SetMieScatterDirection (float MieScatterDirection)
 
float GetMieScatterDirection () const
 
void SetRayleighHeight (float fRayleighHeight)
 
float GetRayleighHeight () const
 
void SetMieHeight (float fMieHeight)
 
float GetMieHeight () const
 
void SetAbsorptionHeight (float fAbsorptionHeight)
 
float GetAbsorptionHeight () const
 
void SetAbsorptionFalloff (float fAbsorptionFalloff)
 
float GetAbsorptionFalloff () const
 
void SetRaySteps (float fRaySteps)
 
float GetRaySteps () const
 
void SetLightSteps (float fLightSteps)
 
float GetLightSteps () const
 
- 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 Initialize () override
 Can be overridden for basic initialization that depends on a valid hierarchy and position.
 
virtual void OnActivated () override
 This method is called when the component gets activated.
 
- 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.
 
virtual void OnDeactivated () override
 This method is called when the component gets deactivated.
 
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 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
 

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 ()
 
- 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.
 

Member Function Documentation

◆ DeserializeComponent()

void plAtmosphericScatteringComponent::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.

◆ GetLocalBounds()

plResult plAtmosphericScatteringComponent::GetLocalBounds ( plBoundingBoxSphere & ref_bounds,
bool & ref_bAlwaysVisible,
plMsgUpdateLocalBounds & ref_msg )
overridevirtual

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.

Implements plRenderComponent.

◆ Initialize()

void plAtmosphericScatteringComponent::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 plGameObject is set. Contrary to OnActivated() and OnSimulationStarted(), this function is always called for all components.

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

Reimplemented from plComponent.

◆ OnActivated()

void plAtmosphericScatteringComponent::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.

◆ SerializeComponent()

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

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

Reimplemented from plComponent.


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