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Plasma Engine
2.0
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This component makes the plGameObject, that it is attached to, move along a path defined by an plPathComponent. More...
#include <FollowPathComponent.h>
Public Member Functions | |
virtual void | SerializeComponent (plWorldWriter &ref_stream) const override |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (plWorldReader &ref_stream) override |
Override this to load the current state of the component from the given stream. | |
void | SetPathObject (const char *szReference) |
Sets the reference to the game object on which an plPathComponent should be attached. | |
void | SetDistanceAlongPath (float fDistance) |
Distance along the path at which the plFollowPathComponent should start off. | |
float | GetDistanceAlongPath () const |
void | SetDirectionForwards (bool bForwards) |
Whether the component should move along the path 'forwards' or 'backwards'. | |
void | ToggleDirection () |
Toggles the direction that it travels along the path. | |
bool | IsDirectionForwards () const |
Whether the component currently moves 'forwards' along the path. | |
bool | IsRunning () const |
Whether the component currently moves along the path, at all. | |
void | SetRunning (bool bRunning) |
Whether to move along the path or not. | |
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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 | |
plEnum< plPropertyAnimMode > | m_Mode |
[ property ] How the path should be traversed. | |
plEnum< plFollowPathMode > | m_FollowMode |
[ property ] How the transform of the follower should be affected by the path. | |
float | m_fSpeed = 1.0f |
[ property ] How fast to move along the path. | |
float | m_fLookAhead = 1.0f |
[ property ] How far along the path to 'look ahead' to smooth the rotation. A small distance means rotations are very abrupt. | |
float | m_fSmoothing = 0.5f |
[ property ] How much to combine the current position with the new position. 0 to 1. At zero, the position follows the path perfectly, but therefore also has very abrupt changes. With a lot of smoothing, the path becomes very sluggish. | |
float | m_fTiltAmount = 5.0f |
[ property ] How much to tilt when turning. | |
plAngle | m_MaxTilt = plAngle::MakeFromDegree(30.0f) |
[ property ] The max tilt angle of the object. | |
Protected Member Functions | |
virtual void | OnActivated () override |
This method is called when the component gets activated. | |
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. | |
void | Update (bool bForce=false) |
const char * | DummyGetter () const |
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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 | OnDeactivated () |
This method is called when the component gets deactivated. | |
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 | |
plEventMessageSender< plMsgAnimationReachedEnd > | m_ReachedEndEvent |
plGameObjectHandle | m_hPathObject |
plPathComponent::LinearSampler | m_PathSampler |
float | m_fStartDistance = 0.0f |
bool | m_bLastStateValid = false |
bool | m_bIsRunning = true |
bool | m_bIsRunningForwards = true |
plVec3 | m_vLastPosition |
plVec3 | m_vLastTargetPosition |
plVec3 | m_vLastUpDir |
plAngle | m_LastTiltAngle |
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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 () |
This component makes the plGameObject, that it is attached to, move along a path defined by an plPathComponent.
Build a path using an plPathComponent and plPathNodeComponents. Then attach an plFollowPathComponent to a free-standing plGameObject and reference the object with the plPathComponent in it.
During simulation the plFollowPathComponent will now move and rotate its owner object such that it moves along the path.
The start location of the 'hook' (the object with the plFollowPathComponent on it) may be anywhere. It will be teleported onto the path. For many objects this is not a problem, but physically simulated objects may be very sensitive about this.
One option is to align the 'hook' perfectly with the start location. You can achieve this, using the "Keep Simulation Changes" feature of the editor (simulate with zero speed, press K, stop simulation). Another option is to instead delay the spawning of the object below the hook, by using an plSpawnComponent next to the plFollowPathComponent, and thus have the payload spawn only after the hook has been placed properly.
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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.
bool plFollowPathComponent::IsDirectionForwards | ( | ) | const |
Whether the component currently moves 'forwards' along the path.
Note that if the 'speed' property is negative, moving 'forwards' along the path still means that it effectively moves backwards.
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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 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.