Plasma Engine  2.0
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plParticleComponent Class Referencefinal

Plays a particle effect at the location of the game object. More...

#include <ParticleComponent.h>

Inheritance diagram for plParticleComponent:

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.
 
virtual plResult GetLocalBounds (plBoundingBoxSphere &ref_bounds, bool &ref_bAlwaysVisible, plMsgUpdateLocalBounds &ref_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.
 
bool StartEffect ()
 Starts a new particle effect. If one is already running, it will be stopped (but not interrupted) and a new one is started as well.
 
void StopEffect ()
 Stops emitting further particles, making any existing particle system stop in a finite amount of time.
 
void InterruptEffect ()
 Cancels the entire effect immediately, it will pop out of existence.
 
bool IsEffectActive () const
 Returns true, if an effect is currently in a state where it might emit new particles.
 
void OnMsgSetPlaying (plMsgSetPlaying &ref_msg)
 Forwards to StartEffect() or StopEffect().
 
void SetParticleEffect (const plParticleEffectResourceHandle &hEffect)
 Replaces the effect to be played.
 
PL_ALWAYS_INLINE const plParticleEffectResourceHandleGetParticleEffect () const
 
void SetParticleEffectFile (const char *szFile)
 
const char * GetParticleEffectFile () const
 
const plRangeView< const char *, plUInt32 > GetParameters () const
 
void SetParameter (const char *szKey, const plVariant &value)
 
void RemoveParameter (const char *szKey)
 
bool GetParameter (const char *szKey, plVariant &out_value) const
 
- 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

plUInt64 m_uiRandomSeed = 0
 If zero, the played effect is randomized each time. Use a fixed seed when the result should be deterministic.
 
plString m_sSharedInstanceName
 If set, the component reuses the simulation state of another particle component with the same name.
 
bool m_bSpawnAtStart = true
 If false, the effect starts in a paused state.
 
bool m_bIgnoreOwnerRotation = false
 If true, the owner rotation is assumed to be identity. Useful for effects that need to always point in one direction (e.g. up).
 
plEnum< plOnComponentFinishedAction2m_OnFinishedAction
 What to do when the effect is finished playing.
 
plTime m_MinRestartDelay
 Minimum delay between finishing and restarting.
 
plTime m_RestartDelayRange
 Random additional delay between finishing and restarting.
 
plEnum< plBasisAxism_SpawnDirection = plBasisAxis::PositiveZ
 The local direction into which to spawn the effect.
 
plParticleEffectController m_EffectController
 Allows more fine grain control over the effect execution.
 

Protected Member Functions

virtual void OnDeactivated () override
 This method is called when the component gets deactivated.
 
void Update ()
 
plTransform GetPfxTransform () const
 
void UpdatePfxTransformAndBounds ()
 
void OnMsgExtractRenderData (plMsgExtractRenderData &msg) const
 
void OnMsgDeleteGameObject (plMsgDeleteGameObject &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 OnActivated () override
 This method is called when the component gets activated.
 
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.
 
virtual void OnSimulationStarted ()
 This method is called once for active components, at the start of the next world update, but only when the world is simulated.
 
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

plParticleEffectResourceHandle m_hEffectResource
 
plTime m_RestartTime
 
bool m_bIfContinuousStopRightAway = false
 
bool m_bFloatParamsChanged = false
 
bool m_bColorParamsChanged = false
 
plHybridArray< plParticleEffectFloatParam, 2 > m_FloatParams
 
plHybridArray< plParticleEffectColorParam, 2 > m_ColorParams
 
- 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.
 

Friends

class plParticleEventReaction_Effect
 

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

Plays a particle effect at the location of the game object.

Member Function Documentation

◆ DeserializeComponent()

void plParticleComponent::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 plParticleComponent::GetLocalBounds ( plBoundingBoxSphere & ref_bounds,
bool & ref_bAlwaysVisible,
plMsgUpdateLocalBounds & ref_msg )
overridevirtual

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.

◆ OnDeactivated()

void plParticleComponent::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 plRenderComponent.

◆ SerializeComponent()

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

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

Todo
store effect state

Reimplemented from plComponent.

◆ StartEffect()

bool plParticleComponent::StartEffect ( )

Starts a new particle effect. If one is already running, it will be stopped (but not interrupted) and a new one is started as well.

Returns false, if no valid particle resource is specified.

Member Data Documentation

◆ m_sSharedInstanceName

plString plParticleComponent::m_sSharedInstanceName

If set, the component reuses the simulation state of another particle component with the same name.

This can be used to reuse similar effects, for example smoke on chimneys doesn't need to be unique. Each instance renders the effect from its own perspective, but the simulation is only done once. This only makes sense for infinite, ambient effects.


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