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Plasma Engine
2.0
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Used to 'grab' physical objects and attach them to an object. For player objects to pick up objects. More...
#include <JoltGrabObjectComponent.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. | |
bool | FindNearbyObject (plGameObject *&out_pObject, plTransform &out_localGrabPoint) const |
Checks whether there is an object nearby. Note that this function reports static and dynamic objects that are within reach. Whether these objects are interact able or not is up to the caller. | |
bool | GrabObject (plGameObject *pObjectToGrab, const plTransform &localGrabPoint) |
Grabs the given object at the given grab point if possible. | |
bool | GrabNearbyObject () |
Tries to find an object to pick up and do so. | |
bool | HasObjectGrabbed () const |
Returns whether an object is currently being held. | |
plComponentHandle | GetGrabbedActor () const |
Returns the grabbed object's actor component. | |
float | GetGrabbedActorMass () const |
Returns the grabbed object's mass. | |
void | DropGrabbedObject () |
The grabbed object is dropped in place. | |
void | ThrowGrabbedObject (const plVec3 &vRelativeDir) |
Throws the held object away. | |
void | BreakObjectGrab () |
Similar to DropGrabbedObject() but additionally posts the event message plMsgPhysicsJointBroke. | |
void | SetAttachToReference (const char *szReference) |
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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. | |
Public Attributes | |
float | m_fBreakDistance = 0.5f |
If the held actor is pushed out of the hands farther than this, the 'joint' breaks. Set to zero to disable this feature. | |
float | m_fSpringStiffness = 50.0f |
float | m_fSpringDamping = 10.0f |
The damping of the joint, to prevent oscillation when moving around. | |
float | m_fMaxGrabPointDistance = 2.0f |
How far grab points are allowed to be away to pick them. | |
float | m_fCastRadius = 0.0f |
plUInt8 | m_uiCollisionLayer = 0 |
The collision layer to use for the raycast. | |
float | m_fAllowGrabAnyObjectWithSize = 0.75f |
If non-zero, the player can pick up objects that have no plGrabbableItemComponent, if their bounding box extents are below this value. | |
plGameObjectHandle | m_hAttachTo |
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. | |
void | Update () |
void | ReleaseGrabbedObject () |
plJoltDynamicActorComponent * | GetAttachToActor () |
plResult | DetermineGrabPoint (const plComponent *pActor, plTransform &out_LocalGrabPoint) const |
void | CreateJoint (plJoltDynamicActorComponent *pParent, plJoltDynamicActorComponent *pChild) |
void | DetectDistanceViolation (plJoltDynamicActorComponent *pGrabbedActor) |
bool | IsCharacterStandingOnObject (plGameObjectHandle hActorToGrab) const |
void | OnMsgReleaseObjectGrab (plMsgReleaseObjectGrab &msg) |
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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 | 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 | |
plComponentHandle | m_hGrabbedActor |
float | m_fGrabbedActorGravity = 1.0f |
float | m_fGrabbedActorInverseMass = 0.0f |
plTime | m_LastValidTime |
plTransform | m_ChildAnchorLocal |
plComponentHandle | m_hCharacterControllerComponent |
JPH::SixDOFConstraint * | m_pConstraint = nullptr |
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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 const plRTTI * | GetStaticRTTI () |
Used to 'grab' physical objects and attach them to an object. For player objects to pick up objects.
The component does a raycast along its X axis to detect nearby physics objects. If it finds a non-kinematic plJoltDynamicActor it connects a dedicated object with the picked object through a 6DOF joint, which is set up to drag the picked object towards its position and rotation. The grabbed object can be dropped or thrown away.
If the picked object has a plGrabbableItemComponent, the custom grab points are used to determine how to grab the object.
void plJoltGrabObjectComponent::BreakObjectGrab | ( | ) |
Similar to DropGrabbedObject() but additionally posts the event message plMsgPhysicsJointBroke.
This can be used to inform other code that the object was ripped from the hands of the player.
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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 plComponent.
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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 plComponent.
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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.
Reimplemented from plComponent.
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overridevirtual |
Override this to save the current state of the component to the given stream.
Reimplemented from plComponent.
float plJoltGrabObjectComponent::m_fCastRadius = 0.0f |
The radius of the sphere cast that is used instead of a raycast if the radius is greater than zero. This can make it easier to pick up very small objects.
float plJoltGrabObjectComponent::m_fSpringStiffness = 50.0f |
The stiffness of the joint to pull the object towards the player's hands. Careful, too large values mean the held object can push objects that the player itself cannot push.
plGameObjectHandle plJoltGrabObjectComponent::m_hAttachTo |
Which other game object to attach the grabbed object to. It is expected to hold a kinematic plJoltDynamicActorComponent that an plJoltJointComponent can be attached to.