The Nebula Device 3: PhysicsFeature::PhysicsProperty Class Reference

The Nebula Device 3

PhysicsFeature::PhysicsProperty Class Reference

#include <physicsproperty.h>

Inheritance diagram for PhysicsFeature::PhysicsProperty:

BaseGameFeature::TransformableProperty Game::Property Messaging::Port Core::RefCounted PhysicsFeature::ActorPhysicsProperty

Detailed Description

A physics property adds basic physical behaviour to a game entity. The default behaviour is that of a passive physics object which will just passively roll and bounce around. Implement more advanced behaviour in subclasses.

The physics property maintains the attributes:

Attr::Transform Attr::Velocity

(C) 2008 Radon Labs GmbH

Public Types

enum  CallbackType
 callback types

Public Member Functions

 PhysicsProperty ()
 constructor
virtual ~PhysicsProperty ()
 destructor
virtual void SetupCallbacks ()
 setup callbacks for this property
virtual void SetupDefaultAttributes ()
 setup default entity attributes
virtual void OnActivate ()
 called from Entity::ActivateProperties()
virtual void OnDeactivate ()
 called from Entity::DeactivateProperties()
virtual void SetupAcceptedMessages ()
 override to register accepted messages
virtual void HandleMessage (const Ptr< Messaging::Message > &msg)
 handle a single message
virtual void OnMoveAfter ()
 called after movement has happened
virtual Ptr< Physics::PhysicsEntity > GetPhysicsEntity () const
 get a pointer to the physics entity
void SetEnabled (bool enabled)
 enable/disable physics
bool IsEnabled () const
 is physics enabled
const Ptr< Entity > & GetEntity () const
 get entity this property is attached to
bool HasEntity () const
 return true if entity pointer is valid
bool IsActive () const
 return true if property is currently active
virtual void OnLoad ()
 called from within Entity::Load() after attributes are loaded
virtual void OnStart ()
 called from within Entity::OnStart() after OnLoad when the complete world exist
virtual void OnSave ()
 called from within Entity::Save() before attributes are saved back to database
virtual void OnBeginFrame ()
 called on begin of frame
virtual void OnMoveBefore ()
 called before movement happens
virtual void OnRender ()
 called before rendering happens
virtual void OnRenderDebug ()
 called when game debug visualization is on
virtual void OnLoseActivity ()
 called when game debug visualization is on
virtual void OnGainActivity ()
 called when game debug visualization is on
void AttachHandler (const Ptr< Handler > &h)
 attach a message handler to the port
void RemoveHandler (const Ptr< Handler > &h)
 remove a message handler from the port
void RemoveAllHandlers ()
 remove all message handler from the port
SizeT GetNumHandlers () const
 return number of handlers attached to the port
const Ptr< Handler > & GetHandlerAtIndex (IndexT i) const
 get a message handler by index
virtual void Send (const Ptr< Message > &msg)
 send a message to the port
const Util::Array< const Id * > & GetAcceptedMessages () const
 get the array of accepted messages (sorted)
bool AcceptsMessage (const Id &msgId) const
 return true if port accepts this msg
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Member Functions

virtual void EnablePhysics ()
 enable and activate the physics, overload in subclass
virtual void DisablePhysics ()
 disable and cleanup the physics, overload in subclass
void ApplyImpulseAtPos (const Math::vector &impulse, const Math::vector &pos, bool multByMass=false)
 apply a global impulse vector at the next time step at a global position
void SetEntity (const Ptr< Entity > &v)
 Set entity, this is attached to, to `v'.
void ClearEntity ()
 Remove entity.
void RegisterMessage (const Id &msgId)
 register a single accepted message

Member Function Documentation

void PhysicsFeature::PhysicsProperty::OnActivate (  )  [virtual]

called from Entity::ActivateProperties()

Called when property is attached to a game entity. This will create and setup the required physics entities.

Reimplemented from Game::Property.

Reimplemented in PhysicsFeature::ActorPhysicsProperty.

void PhysicsFeature::PhysicsProperty::OnDeactivate (  )  [virtual]

called from Entity::DeactivateProperties()

Called when property is going to be removed from its game entity. This will release the physics entity owned by the game entity.

Reimplemented from Game::Property.

Reimplemented in PhysicsFeature::ActorPhysicsProperty.

void PhysicsFeature::PhysicsProperty::OnMoveAfter (  )  [virtual]

called after movement has happened

Called after the physics subsystem has been triggered. This will transfer the physics entity's new transform back into the game entity.

Reimplemented from Game::Property.

Reimplemented in PhysicsFeature::ActorPhysicsProperty.

Ptr< Physics::PhysicsEntity > PhysicsFeature::PhysicsProperty::GetPhysicsEntity (  )  const [virtual]

get a pointer to the physics entity

Get pointer to physics entity. Note that this method may return 0!

Reimplemented in PhysicsFeature::ActorPhysicsProperty.

void PhysicsFeature::PhysicsProperty::ApplyImpulseAtPos ( const Math::vector impulse,
const Math::vector pos,
bool  multByMass = false 
) [protected]

apply a global impulse vector at the next time step at a global position

Apply an impulse vector at a position in the global coordinate frame.

void Game::Property::OnLoad (  )  [virtual, inherited]

called from within Entity::Load() after attributes are loaded

This method is called from within Game::Entity::Load() after the entity attributes have been loaded from the database. You can override this method in a subclass if further initialization is needed for the property after attributes have been loaded from the database, but please be aware that this method may not be called if the entity is created directly.

Reimplemented in PhysicsFeature::TriggerProperty, and StateObjectFeature::StateProperty.

void Game::Property::OnStart (  )  [virtual, inherited]

called from within Entity::OnStart() after OnLoad when the complete world exist

This method is called from within Game::Entity::OnStart(). This is the moment when the world is complete and the entity can establish connections to other entitys.

Reimplemented in GraphicsFeature::CameraProperty.

void Game::Property::OnSave (  )  [virtual, inherited]

called from within Entity::Save() before attributes are saved back to database

This method is called from within Game::Entity::Save() before the entity attributes will be saved to the database. You can override this method in a subclass if actions are needed before a save happens (this is usually the case if entity attributes need to be updated by the property before saving).

Reimplemented in PhysicsFeature::TriggerProperty, and StateObjectFeature::StateProperty.

void Game::Property::OnBeginFrame (  )  [virtual, inherited]

called on begin of frame

This method is called from Game::Entity::OnBeginFrame() on all properties attached to an entity in the order of attachment. Override this method if your property has to do any work at the beginning of the frame.

Reimplemented in PhysicsFeature::TriggerProperty, and StateObjectFeature::StateProperty.

void Game::Property::OnMoveBefore (  )  [virtual, inherited]

called before movement happens

This method is called from Game::Entity::OnMoveBefore() on all properties attached to an entity in the order of attachment. Override this method if your property has any work to do before the physics subsystem is triggered.

Reimplemented in PhysicsFeature::ActorPhysicsProperty.

void Game::Property::OnRender (  )  [virtual, inherited]

called before rendering happens

This method is called from Game::Entity::OnRender() on all properties attached to an entity in the order of attachment. Override this method if your property has any work to do before rendering happens.

Reimplemented in GraphicsFeature::CameraProperty, GraphicsFeature::ChaseCameraProperty, and GraphicsFeature::MayaCameraProperty.

void Game::Property::OnRenderDebug (  )  [virtual, inherited]

called when game debug visualization is on

This method is called from Game::Entity::OnRenderDebug() on all properties attached to an entity in the order of attachment. It's meant for debug issues. It will be called when debug mode is enabled.

Reimplemented in GraphicsFeature::GraphicsProperty, PhysicsFeature::ActorPhysicsProperty, and PhysicsFeature::TriggerProperty.

void Game::Property::OnLoseActivity (  )  [virtual, inherited]

called when game debug visualization is on

This method is called from Game::Entity::OnLoseActivity() on all properties attached to an entity in the order of attachment. It indicates that the entity will no longer be trigger, due to leaving the "Activity Bubble", i.e. the area of interest (most probably around the active camera).

Reimplemented in PhysicsFeature::ActorPhysicsProperty.

void Game::Property::OnGainActivity (  )  [virtual, inherited]

called when game debug visualization is on

This method is called from Game::Entity::OnRenderDebug() on all properties attached to an entity in the order of attachment. It indicates that the entity will be trigger from now on, due to entering the "Activity Bubble", i.e. the area of interest (most probably around the active camera).

void Messaging::Port::AttachHandler ( const Ptr< Handler > &  h  )  [inherited]

attach a message handler to the port

Attach a message handler to the port.

void Messaging::Port::RemoveHandler ( const Ptr< Handler > &  h  )  [inherited]

remove a message handler from the port

Remove a message handler from the port.

void Messaging::Port::Send ( const Ptr< Message > &  msg  )  [virtual, inherited]

send a message to the port

Send a message to the port. This will immediately call the HandleMessage() method of all attached handlers. If the message has been handled by at least one of the handlers, the Handled() flag of the message will be set to true.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.