PhysicsFeature::TriggerProperty Class Reference
#include <triggerproperty.h>
Inheritance diagram for PhysicsFeature::TriggerProperty:
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::String & | GetClassName () 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).
attach a message handler to the port
Attach a message handler to the port.
remove a message handler from the port
Remove a message handler from the port.
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.