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virtual void | SerializeComponent (plWorldWriter &inout_stream) const override |
| Override this to save the current state of the component to the given stream.
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virtual void | DeserializeComponent (plWorldReader &inout_stream) override |
| Override this to load the current state of the component from the given stream.
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void | SetLimitMode (plJoltConstraintLimitMode::Enum mode) |
| Enables a translational limit on the slider.
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plJoltConstraintLimitMode::Enum | GetLimitMode () const |
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void | SetLowerLimitDistance (float f) |
| Sets how far child actor may move in one direction.
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float | GetLowerLimitDistance () const |
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void | SetUpperLimitDistance (float f) |
| Sets how far child actor may move in the other direction.
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float | GetUpperLimitDistance () const |
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void | SetFriction (float f) |
| Sets how difficult it is to move the child actor.
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float | GetFriction () const |
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void | SetDriveMode (plJoltConstraintDriveMode::Enum mode) |
| Enables a drive for the slider to either constantly move or attempt to reach a certain position.
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plJoltConstraintDriveMode::Enum | GetDriveMode () const |
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void | SetDriveTargetValue (float f) |
| Sets the drive target position or velocity.
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float | GetDriveTargetValue () const |
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void | SetDriveStrength (float f) |
| Sets how much force the drive may use to reach its target.
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float | GetDriveStrength () const |
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void | BreakConstraint () |
| Removes the connection between the joined bodies. This cannot be reversed.
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void | SetBreakForce (float value) |
| If set to larger than zero, the constraint will break when a linear force larger than this acts onto the constraint.
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float | GetBreakForce () const |
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void | SetBreakTorque (float value) |
| If set to larger than zero, the constraint will break when a rotational force larger than this acts onto the constraint.
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float | GetBreakTorque () const |
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void | SetPairCollision (bool value) |
| If disabled, the two joined actors pass through each other, rather than colliding.
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bool | GetPairCollision () const |
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void | SetParentActorReference (const char *szReference) |
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void | SetChildActorReference (const char *szReference) |
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void | SetChildActorAnchorReference (const char *szReference) |
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void | SetParentActor (plGameObjectHandle hActor) |
| Sets which actor to attach the constraint to.
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void | SetChildActor (plGameObjectHandle hActor) |
| Sets which actor to attach to the constraint.
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void | SetChildActorAnchor (plGameObjectHandle hActor) |
| Sets an actor as a reference frame so that the constraint can start in a non-default configuration.
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void | SetActors (plGameObjectHandle hActorA, const plTransform &localFrameA, plGameObjectHandle hActorB, const plTransform &localFrameB) |
| For manually providing actors and local frames to configure the start state. This is for advanced uses.
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void | OnJoltMsgDisconnectConstraints (plJoltMsgDisconnectConstraints &ref_msg) |
| Forwards to BreakConstraint().
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void | SetActiveFlag (bool bEnabled) |
| Sets the active flag of the component, which affects its active state.
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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'.
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bool | IsActive () const |
| Checks whether this component is in an active state.
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bool | IsActiveAndInitialized () const |
| Returns whether this component is active and initialized.
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bool | IsActiveAndSimulating () const |
| Whether the component is currently active and simulation has been started as well.
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plComponentManagerBase * | GetOwningManager () |
| Returns the corresponding manager for this component.
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const plComponentManagerBase * | GetOwningManager () const |
| Returns the corresponding manager for this component.
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plGameObject * | GetOwner () |
| Returns the owner game object if the component is attached to one or nullptr.
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const plGameObject * | GetOwner () const |
| Returns the owner game object if the component is attached to one or nullptr.
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plWorld * | GetWorld () |
| Returns the corresponding world for this component.
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const plWorld * | GetWorld () const |
| Returns the corresponding world for this component.
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plComponentHandle | GetHandle () const |
| Returns a handle to this component.
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plUInt32 | GetUniqueID () const |
| Returns the unique id for this component.
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void | SetUniqueID (plUInt32 uiUniqueID) |
| Sets the unique id for this component.
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void | EnsureInitialized () |
| Ensures that the component is initialized. Must only be called from another component's Initialize callback.
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void | EnsureSimulationStarted () |
| Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
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PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) |
| Sends a message to this component.
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PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) const |
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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.
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virtual bool | HandlesMessage (const plMessage &msg) const |
| Returns whether the given Message is handled by this component.
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void | SetUserFlag (plUInt8 uiFlagIndex, bool bSet) |
| Be careful to check which flags may already be in use by base classes.
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bool | GetUserFlag (plUInt8 uiFlagIndex) const |
| Retrieves a custom flag. Index must be between 0 and 7.
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void | SetCreatedByPrefab () |
| Adds plObjectFlags::CreatedByPrefab to the component. See the flag for details.
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bool | WasCreatedByPrefab () const |
| Checks whether the plObjectFlags::CreatedByPrefab flag is set on this component.
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virtual const plRTTI * | GetDynamicRTTI () const |
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bool | IsInstanceOf (const plRTTI *pType) const |
| Returns whether the type of this instance is of the given type or derived from it.
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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.
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virtual void | CreateContstraintType (JPH::Body *pBody0, JPH::Body *pBody1) override |
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virtual void | ApplySettings () final override |
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virtual bool | ExceededBreakingPoint () final override |
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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.
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virtual void | OnDeactivated () override |
| This method is called when the component gets deactivated.
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plResult | FindParentBody (plUInt32 &out_uiJoltBodyID, plJoltDynamicActorComponent *&pRbComp) |
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plResult | FindChildBody (plUInt32 &out_uiJoltBodyID, plJoltDynamicActorComponent *&pRbComp) |
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plTransform | ComputeParentBodyGlobalFrame () const |
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plTransform | ComputeChildBodyGlobalFrame () const |
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void | QueueApplySettings () |
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| plComponent () |
| Keep the constructor private or protected in derived classes, so it cannot be called manually.
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bool | IsDynamic () const |
| Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
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virtual plWorldModuleTypeId | GetTypeId () const =0 |
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virtual plComponentMode::Enum | GetMode () const =0 |
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virtual void | Initialize () |
| Can be overridden for basic initialization that depends on a valid hierarchy and position.
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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.
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virtual void | OnActivated () |
| This method is called when the component gets activated.
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void | EnableUnhandledMessageHandler (bool enable) |
| By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
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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.
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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.
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bool | IsInitialized () const |
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bool | IsInitializing () const |
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bool | IsSimulationStarted () const |
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Implements a sliding physics constraint.
The child actor may move along the parent actor along the positive X axis of the constraint. Usually lower and upper limits are used to prevent infinite movement.