The Nebula Device 3: PhysicsFeature::TriggerProperty Class Reference

The Nebula Device 3

PhysicsFeature::TriggerProperty Class Reference

#include <triggerproperty.h>

Inheritance diagram for PhysicsFeature::TriggerProperty:

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

Detailed Description

Property for a defined trigger area, a trigger checks if the accepted entity is in its area and executes actions (on this entities, if action requested it)

(C) 2008 Radon Labs GmbH

Public Types

enum  CallbackType
 callback types

Public Member Functions

 TriggerProperty ()
 constructor
virtual ~TriggerProperty ()
 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 OnLoad ()
 called from within Entity::Load() after attributes are loaded
virtual void OnSave ()
 called when all is saved
virtual void OnBeginFrame ()
 called on begin of frame
virtual void SetupAcceptedMessages ()
 setup accepted messages
virtual void HandleMessage (const Ptr< Messaging::Message > &msg)
 handle a single message
virtual void OnRenderDebug ()
 Render a debug visualization of the trigger if needed.
virtual void RenderDebugVisualization ()
 Render a debug visualization of the trigger.
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 OnStart ()
 called from within Entity::OnStart() after OnLoad when the complete world exist
virtual void OnMoveBefore ()
 called before movement happens
virtual void OnMoveAfter ()
 called after movement has happened
virtual void OnRender ()
 called before rendering happens
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 TriggerAction ()
 this message is called every Attr::TriggerPhase from timestamp
Math::point GetTriggerPosition ()
 get postion of the trigger
Math::vector GetTriggerScale ()
 get Scaling of the trigger
const Math::matrix44 GetTriggerTransform ()
 get Trigger transform
void FilterEntities ()
 filter current entities in Trigger, this will refresh enterdEntities, insideEntities and leftEntities arrays
void SetCurrentEntitiesInTrigger ()
 will update the currEntitiesInTrigger
void SetEntitiesLastFrameInTrigger ()
 refresh entitiesLastFrameInTrigger
void ClearEntities ()
 clear entity arrays
void CreateCollisionShape ()
 create static collision
void DestroyCollisionShape ()
 destroy static collision
void SetActiveStatus (bool status)
 set trigger status to active or inactive
bool IsTriggerActive ()
 check if active flag is set
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::TriggerProperty::OnRenderDebug (  )  [virtual]

Render a debug visualization of the trigger if needed.

Render a debug visualization of the trigger.

Parameters:
t transform matrix of my parent rigid body

Reimplemented from Game::Property.

void PhysicsFeature::TriggerProperty::RenderDebugVisualization (  )  [virtual]

Render a debug visualization of the trigger.

Render a debug visualization of the trigger.

Parameters:
t transform matrix of my parent rigid body

point PhysicsFeature::TriggerProperty::GetTriggerPosition (  )  [protected]

get postion of the trigger

get position of trigger entity

const matrix44 PhysicsFeature::TriggerProperty::GetTriggerTransform (  )  [protected]

get Trigger transform

get transform of the trigger entity

void PhysicsFeature::TriggerProperty::FilterEntities (  )  [protected]

filter current entities in Trigger, this will refresh enterdEntities, insideEntities and leftEntities arrays

cleanup array: enterdEntities, insideEntities, leftEntities and fill them with entity from currEntitiesInTrigger and entities that where in trigger

void PhysicsFeature::TriggerProperty::SetCurrentEntitiesInTrigger (  )  [protected]

will update the currEntitiesInTrigger

cleanup currEntitiesInTrigger and fill with entities currently in trigger area

void PhysicsFeature::TriggerProperty::SetEntitiesLastFrameInTrigger (  )  [protected]

refresh entitiesLastFrameInTrigger

method must be invoked at at the end of the frame

void PhysicsFeature::TriggerProperty::ClearEntities (  )  [protected]

clear entity arrays

reset entity caches, use if trigger was inactive and gets activated

void PhysicsFeature::TriggerProperty::SetActiveStatus ( bool  status  )  [protected]

set trigger status to active or inactive

send a message do it self, some other trigger properties may have interest in the fact that the trigger has been turned off

bool PhysicsFeature::TriggerProperty::IsTriggerActive (  )  [protected]

check if active flag is set

Render a debug visualization of the trigger.

Parameters:
t transform matrix of my parent rigid body

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::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::OnMoveAfter (  )  [virtual, inherited]

called after movement has happened

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

Reimplemented in PhysicsFeature::ActorPhysicsProperty, and PhysicsFeature::PhysicsProperty.

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::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.