Plasma Engine  2.0
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plDecalComponent Class Referencefinal

Projects a decal texture onto geometry within a box volume. More...

#include <DecalComponent.h>

Inheritance diagram for plDecalComponent:

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 SetExtents (const plVec3 &value)
 Sets the extents of the box inside which to project the decal.
 
const plVec3GetExtents () const
 
void SetSizeVariance (float fVariance)
 The size variance defines how much the size may randomly deviate, such that the decals look different.
 
float GetSizeVariance () const
 
void SetColor (plColorGammaUB color)
 An additional tint color for the decal.
 
plColorGammaUB GetColor () const
 
void SetEmissiveColor (plColor color)
 An additional emissive color to make the decal glow.
 
plColor GetEmissiveColor () const
 
void SetInnerFadeAngle (plAngle fadeAngle)
 At which angle between the decal orientation and the surface it is projected onto, to start fading the decal out.
 
plAngle GetInnerFadeAngle () const
 
void SetOuterFadeAngle (plAngle fadeAngle)
 At which angle between the decal orientation and the surface it is projected onto, to fully fade out the decal.
 
plAngle GetOuterFadeAngle () const
 
void SetSortOrder (float fOrder)
 If multiple decals are in the same location, this allows to tweak which one is rendered on top.
 
float GetSortOrder () const
 
void SetWrapAround (bool bWrapAround)
 Whether the decal projection should use a kind of three-way texture mapping to wrap the image around curved geometry.
 
bool GetWrapAround () const
 
void SetMapNormalToGeometry (bool bMapNormal)
 
bool GetMapNormalToGeometry () const
 
void SetDecal (plUInt32 uiIndex, const plDecalResourceHandle &hResource)
 Sets the decal resource to use. If more than one is set, a random one will be chosen.
 
const plDecalResourceHandleGetDecal (plUInt32 uiIndex) const
 
void SetProjectionAxis (plEnum< plBasisAxis > projectionAxis)
 Sets the cardinal axis into which the decal projection should be.
 
plEnum< plBasisAxisGetProjectionAxis () const
 
void SetApplyOnlyTo (plGameObjectHandle hObject)
 If set, the decal only appears on the given object.
 
plGameObjectHandle GetApplyOnlyTo () const
 
plUInt32 DecalFile_GetCount () const
 
const char * DecalFile_Get (plUInt32 uiIndex) const
 
void DecalFile_Set (plUInt32 uiIndex, const char *szFile)
 
void DecalFile_Insert (plUInt32 uiIndex, const char *szFile)
 
void DecalFile_Remove (plUInt32 uiIndex)
 
- 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.
 

Public Attributes

plVarianceTypeTime m_FadeOutDelay
 If non-zero, the decal fades out after this time and then vanishes.
 
plTime m_FadeOutDuration
 How much time the fade out takes.
 
plEnum< plOnComponentFinishedActionm_OnFinishedAction
 If fade-out is used, the decal may delete itself afterwards.
 

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 OnActivated () override
 This method is called when the component gets activated.
 
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 OnMsgExtractRenderData (plMsgExtractRenderData &msg) const
 
void SetApplyToRef (const char *szReference)
 
void UpdateApplyTo ()
 
void OnTriggered (plMsgComponentInternalTrigger &msg)
 
void OnMsgDeleteGameObject (plMsgDeleteGameObject &msg)
 
void OnMsgOnlyApplyToObject (plMsgOnlyApplyToObject &msg)
 
void OnMsgSetColor (plMsgSetColor &msg)
 
- 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 Initialize ()
 Can be overridden for basic initialization that depends on a valid hierarchy and position.
 
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

plVec3 m_vExtents = plVec3(1.0f)
 
float m_fSizeVariance = 0
 
plColorGammaUB m_Color = plColor::White
 
plColor m_EmissiveColor = plColor::Black
 
plAngle m_InnerFadeAngle = plAngle::MakeFromDegree(50.0f)
 
plAngle m_OuterFadeAngle = plAngle::MakeFromDegree(80.0f)
 
float m_fSortOrder = 0
 
bool m_bWrapAround = false
 
bool m_bMapNormalToGeometry = false
 
plUInt8 m_uiRandomDecalIdx = 0xFF
 
plEnum< plBasisAxism_ProjectionAxis
 
plHybridArray< plDecalResourceHandle, 1 > m_Decals
 
plGameObjectHandle m_hApplyOnlyToObject
 
plUInt32 m_uiApplyOnlyToId = 0
 
plTime m_StartFadeOutTime
 
plUInt32 m_uiInternalSortKey = 0
 
- 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 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 ()
 

Detailed Description

Projects a decal texture onto geometry within a box volume.

This is used to add dirt, scratches, signs and other surface imperfections to geometry. The component uses a box shape to define the position and volume and projection direction. This can be set up in a level to add detail, but it can also be used by dynamic effects such as bullet hits, to visualize the impact. To add variety a prefab may use different textures and vary in size.

Member Function Documentation

◆ DeserializeComponent()

void plDecalComponent::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 plDecalComponent::GetLocalBounds ( plBoundingBoxSphere & ref_bounds,
bool & ref_bAlwaysVisible,
plMsgUpdateLocalBounds & ref_msg )
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.

Implements plRenderComponent.

◆ OnActivated()

void plDecalComponent::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.

◆ OnSimulationStarted()

void plDecalComponent::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 plComponent.

◆ SerializeComponent()

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

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

Reimplemented from plComponent.

◆ SetApplyOnlyTo()

void plDecalComponent::SetApplyOnlyTo ( plGameObjectHandle hObject)

If set, the decal only appears on the given object.

This is typically used to limit the decal to a single dynamic object, such that damage decals don't project onto static geometry and other objects.

◆ SetDecal()

void plDecalComponent::SetDecal ( plUInt32 uiIndex,
const plDecalResourceHandle & hResource )

Sets the decal resource to use. If more than one is set, a random one will be chosen.

Indices that are written to will be created on-demand.


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