Plasma Engine  2.0
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plJoltDynamicActorComponent Class Reference

Turns an object into a fully physically simulated movable object. More...

#include <JoltDynamicActorComponent.h>

Inheritance diagram for plJoltDynamicActorComponent:

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 AddImpulseAtPos (plMsgPhysicsAddImpulse &ref_msg)
 Adds a physics impulse to this body at the given location.
 
void AddForceAtPos (plMsgPhysicsAddForce &ref_msg)
 Adds a physics force to this body at the given location.
 
void SetKinematic (bool b)
 Turns the actor into a 'kinematic' actor.
 
bool GetKinematic () const
 
void SetGravityFactor (float fFactor)
 Adjusts how strongly gravity affects this actor. Has no effect for kinematic actors.
 
float GetGravityFactor () const
 
void SetSurfaceFile (const char *szFile)
 
const char * GetSurfaceFile () const
 
void SetUseCustomCoM (bool b)
 Whether a custom center-of-mass shall be used.
 
bool GetUseCustomCoM () const
 
void AddLinearForce (const plVec3 &vForce)
 Adds a linear force to the center-of-mass of this actor. Unless there are other constraints, this would push the object, but not introduce any rotation.
 
void AddLinearImpulse (const plVec3 &vImpulse)
 Adds a linear impulse to the center-of-mass of this actor. Unless there are other constraints, this would push the object, but not introduce any rotation.
 
void AddAngularForce (const plVec3 &vForce)
 Adds an angular force to the center-of-mass of this actor. Unless there are other constraints, this would make the object rotate, but not move away.
 
void AddAngularImpulse (const plVec3 &vImpulse)
 Adds an angular impulse to the center-of-mass of this actor. Unless there are other constraints, this would make the object rotate, but not move away.
 
void AddConstraint (plComponentHandle hComponent)
 Should be called by components that add Jolt constraints to this body.
 
void RemoveConstraint (plComponentHandle hComponent)
 Should be called when a constraint is removed (though not strictly required) to prevent unnecessary message sending.
 
float GetMass () const
 Returns the actual mass of this actor which is either the user defined mass or has been calculated from density. For kinematic actors this function will return 0.
 
- Public Member Functions inherited from plJoltActorComponent
void SetInitialObjectFilterID (plUInt32 uiObjectFilterID)
 Sets the object filter ID to use. This can only be set right after creation, before the component gets activated.
 
plUInt32 GetObjectFilterID () const
 The object filter ID can be used to ignore collisions specifically with this one object.
 
plUInt32 GetJoltBodyID () const
 Returns the internal ID used by Jolt to identify this actor/body.
 
- 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_bCCD = false
 If enabled, a more precise simulation method is used, preventing fast moving actors from tunneling through walls. This comes at an extra performance cost.
 
bool m_bStartAsleep = false
 If true, the actor will not be simulated right away, but only after another actor starts interacting with it. This is a performance optimization to prevent performance spikes after loading a level.
 
float m_fInitialMass = 0.0f
 How heavy the object shall be. If zero, the mass is computed from the shapes and the density.
 
float m_fDensity = 1.0f
 How dense the object shall be. Unused if m_fInitialMass is non-zero. Otherwise used to compute the weight from all the shapes.
 
float m_fLinearDamping = 0.1f
 How much to dampen linear motion. The higher the value, the quicker a moving object comes to rest.
 
float m_fAngularDamping = 0.05f
 How much to dampen angular motion. The higher the value, the quicker a rotating object comes to rest.
 
plSurfaceResourceHandle m_hSurface
 Which surface to use for all shapes. The surface defines various physical properties and interactions.
 
plBitflags< plOnJoltContactm_OnContact
 What reactions should be triggered when an actor gets into contact with another.
 
plVec3 m_vCenterOfMass = plVec3::MakeZero()
 A local offset for the center of mass.
 
- Public Attributes inherited from plJoltActorComponent
plUInt8 m_uiCollisionLayer = 0
 The collision layer determines with which other actors this actor collides.
 

Protected Member Functions

virtual void OnSimulationStarted () override
 This method is called once for active components, at the start of the next world update, but only when the world is simulated.
 
virtual void OnDeactivated () override
 This method is called when the component gets deactivated.
 
const plJoltMaterialGetJoltMaterial () const
 
- Protected Member Functions inherited from plJoltActorComponent
const plJoltUserDataGetUserData () const
 
void ExtractSubShapeGeometry (const plGameObject *pObject, plMsgExtractGeometry &msg) const
 
plResult CreateShape (JPH::BodyCreationSettings *pSettings, float fDensity, const plJoltMaterial *pMaterial)
 
virtual void CreateShapes (plDynamicArray< plJoltSubShape > &out_Shapes, const plTransform &rootTransform, float fDensity, const plJoltMaterial *pMaterial)
 
- 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 OnActivated ()
 This method is called when the component gets activated.
 
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

bool m_bKinematic = false
 
float m_fGravityFactor = 1.0f
 
plSmallArray< plComponentHandle, 1 > m_Constraints
 
- Protected Attributes inherited from plJoltActorComponent
plUInt32 m_uiUserDataIndex = plInvalidIndex
 
plUInt32 m_uiJoltBodyID = plInvalidIndex
 
plUInt32 m_uiObjectFilterID = plInvalidIndex
 
- 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 plNoBase
static const plRTTIGetStaticRTTI ()
 
- Static Protected Member Functions inherited from plJoltActorComponent
static void GatherShapes (plDynamicArray< plJoltSubShape > &shapes, plGameObject *pObject, const plTransform &rootTransform, float fDensity, const plJoltMaterial *pMaterial)
 

Detailed Description

Turns an object into a fully physically simulated movable object.

By default dynamic objects push each other and collide with static obstacles. They can be switched to be "kinematic" in which case they act like static objects, but can be moved around and will still push aside other dynamic objects.

Dynamic actors can also be moved through forces and impulses.

Dynamic actors must be made up of convex collision meshes. They cannot use concave meshes.

Member Function Documentation

◆ AddConstraint()

void plJoltDynamicActorComponent::AddConstraint ( plComponentHandle hComponent)

Should be called by components that add Jolt constraints to this body.

All registered components receive plJoltMsgDisconnectConstraints in case the body is deleted. It is necessary to react to that by removing the Jolt constraint, otherwise Jolt will crash during the next update.

◆ AddForceAtPos()

void plJoltDynamicActorComponent::AddForceAtPos ( plMsgPhysicsAddForce & ref_msg)

Adds a physics force to this body at the given location.

A force is something that applies a constant push, for example wind that blows on an object over a longer duration.

◆ AddImpulseAtPos()

void plJoltDynamicActorComponent::AddImpulseAtPos ( plMsgPhysicsAddImpulse & ref_msg)

Adds a physics impulse to this body at the given location.

An impulse is a force that is applied only once, e.g. a sudden push.

◆ DeserializeComponent()

void plJoltDynamicActorComponent::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 plJoltActorComponent.

◆ OnDeactivated()

void plJoltDynamicActorComponent::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 plJoltActorComponent.

◆ OnSimulationStarted()

void plJoltDynamicActorComponent::OnSimulationStarted ( )
overrideprotectedvirtual

This method is called once for active components, at the start of the next world update, but only when the world is simulated.

This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().

However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.

Additionally, OnSimulationStarted() is only ever executed once on a component, even if the plWorld pauses and resumes world simulation multiple times. Thus components that should only execute a thing exactly once, will work correctly. In contrast OnActivated() and OnDeactivated() will be executed every time the component's active state is toggled, which could re-execute the same behavior multiple times.

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

Reimplemented from plJoltActorComponent.

◆ SerializeComponent()

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

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

Reimplemented from plJoltActorComponent.

◆ SetGravityFactor()

void plJoltDynamicActorComponent::SetGravityFactor ( float fFactor)

Adjusts how strongly gravity affects this actor. Has no effect for kinematic actors.

Set this to zero to fully disable gravity.

◆ SetKinematic()

void plJoltDynamicActorComponent::SetKinematic ( bool b)

Turns the actor into a 'kinematic' actor.

If an actor is kinematic, it isn't fully simulated anymore, meaning forces do not affect it further. Thus it does not fall down, it can't be pushed by other actors, it is mostly like a static actor.

However, it can be moved programmatically. If other code changes the position of this object, it will move to that location and while doing so, it pushes other dynamic actors out of the way.

Kinematic actors are typically used for moving platforms, doors and other objects that need to move and push aside dynamic actors.

Member Data Documentation

◆ m_vCenterOfMass

plVec3 plJoltDynamicActorComponent::m_vCenterOfMass = plVec3::MakeZero()

A local offset for the center of mass.

See also
SetUseCustomCoM()

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