i6engine  1.0
i6e::api::VelocityComponent Class Reference

Component for objects with more complex velocity handling than just setting an impulse, e.g. a car For creating a VelocityComponent, these keys are possible:

Name Required Type Description Public
acceleration yes double acceleration of this GameObject, in m / sē yes
deceleration no double breaking acceleration of this GameObject, in m / sē yes
maxSpeed yes double maximum speed this GameObject can reach, in m / s yes
resistanceCoefficient no double resistance coefficient, default: 0.6 yes
windage no double windage of this GameObject, default: 0.8 mē yes
handling no int handling for reaching maximum speed, keep maximum speed or stop acceleration to roll out, default: 0 (= KeepSpeed) yes
More...

#include <D:/Projekte/i6engine/libs/i6engine-modules/include/i6engine/api/components/VelocityComponent.h>

Public Types

enum  MaxSpeedHandling { MaxSpeedHandling::KeepSpeed, MaxSpeedHandling::StopAcceleration }
 
enum  DecelerationHandling { DecelerationHandling::Backward, DecelerationHandling::StopDeceleration }
 

Public Member Functions

 VelocityComponent (const int64_t id, const attributeMap &params)
 
 ~VelocityComponent ()
 
attributeMap synchronize () const override
 synchronizes the Components state More...
 
std::string getTemplateName () const override
 returns the name this template was registered with More...
 
std::vector< componentOptionsgetComponentOptions () override
 returns a vector containing all options of the Component being readable and writeable in the editor More...
 
void accelerate (const Vec3 &acceleration, MaxSpeedHandling handling, const std::function< void(void)> &callback)
 accelerates the GameObject using acceleration reaching maxSpeed, it will perform as defined in handling parameter and callback will be called More...
 
void accelerate (const std::function< void(void)> &callback)
 
void decelerate (const Vec3 &deceleration, DecelerationHandling handling, const std::function< void(void)> &callback)
 decelerates the GameObject using deceleration reaching 0 speed, it will perform as defined in handling parameter and callback will be called More...
 
void decelerate (const std::function< void(void)> &callback)
 
void stopAcceleration () const
 stops current acceleration More...
 
void setMaxSpeed (double maxSpeed)
 sets new maximum speed More...
 
void setResistanceCoefficient (double coeff)
 sets new resistance coefficient More...
 
void setWindage (double windage)
 sets new windage More...
 
void setDecelerationHandling (DecelerationHandling handling)
 sets the deceleration handling More...
 
- Public Member Functions inherited from i6e::api::Component
 Component ()
 Constructor for Component. More...
 
 Component (const int64_t id, const attributeMap &params)
 Constructor for Component. More...
 
virtual ~Component ()
 Destructor of Component. Must be implemented in derived class. More...
 
void setOwnerGO (const WeakGOPtr &objGo)
 Sets the GameObject that owns this Component. More...
 
GOPtr getOwnerGO ()
 Get the GameObject that owns this Component. More...
 
uint32_t getComponentID () const
 Returns the component identification string. More...
 
uint32_t getFamilyID () const
 Returns the family identification string. More...
 
std::string getIdentifier () const
 Returns the family identification string. More...
 
virtual void Tick ()
 Components can have Tick method like normal Subsystems this method is called by the ObjectController during every Tick if the component registered itself at the ObjectFacade. More...
 
void setDie () const
 component will be deleted soon More...
 
int64_t getID () const
 returns the id of the component More...
 
virtual void News (const GameMessage::Ptr &msg)
 Receives messages for this component override this function, if you expect messages. More...
 
void setSync (bool b)
 sets whether this object has to be synchronized or not More...
 
bool getSync () const
 
void enableTicking (bool allowTicking) const
 triggers doEnableTicking threadsafe More...
 
virtual std::pair< AddStrategy, int64_t > howToAdd (const ComPtr &comp) const
 asks, how to handle a new component with the same type More...
 
void setSelf (const WeakComPtr &self)
 sets weak_ptr on self for registration of ticker More...
 
std::vector< ComPtrgetSubComponents () const
 returns all SubComponents attached to this Component More...
 

Additional Inherited Members

- Static Public Member Functions inherited from i6e::api::Component
template<typename T >
static ComPtr createC (const int64_t id, const attributeMap &params)
 
- Protected Member Functions inherited from i6e::api::Component
void addTicker ()
 adds this component to ticklist More...
 
void removeTicker ()
 removes this component from ticklist More...
 
void doEnableTicking (bool allowTicking)
 sets ticking status for this Component per default all Components are allowed to tick and calling addTicker will start ticking, but in some cases, e.g. for level editor, ticking has to be disabled and just a few components are allowed to tick More...
 
- Protected Attributes inherited from i6e::api::Component
int64_t _objOwnerID
 ID of the GameObject that owns this Component. More...
 
WeakGOPtr _objOwnerGO
 Owning GameObject. More...
 
uint32_t _objComponentID
 Component ID of the Component. More...
 
uint32_t _objFamilyID
 Family ID of the Component. More...
 
std::vector< ComPtr_subComps
 vector containing the other componetns of the same type if this is the dispatcher component More...
 
std::string _identifier
 identifies the subcomponent More...
 
int64_t _id
 id of this component More...
 
bool _sync
 
WeakComPtr _self
 a weak_ptr on the own shared_ptr More...
 
bool _tickingAllowed
 status if this object is allowed to tick or not More...
 
bool _wantsToTick
 stores if a Component which isn't allowed to tick want to tick, so it can start ticking when ticking will be allowed More...
 
bool _isTicking
 stores whether this Component is actually ticking More...
 

Detailed Description

Component for objects with more complex velocity handling than just setting an impulse, e.g. a car For creating a VelocityComponent, these keys are possible:

Name Required Type Description Public
acceleration yes double acceleration of this GameObject, in m / sē yes
deceleration no double breaking acceleration of this GameObject, in m / sē yes
maxSpeed yes double maximum speed this GameObject can reach, in m / s yes
resistanceCoefficient no double resistance coefficient, default: 0.6 yes
windage no double windage of this GameObject, default: 0.8 mē yes
handling no int handling for reaching maximum speed, keep maximum speed or stop acceleration to roll out, default: 0 (= KeepSpeed) yes

Definition at line 45 of file VelocityComponent.h.

Constructor & Destructor Documentation

i6e::api::VelocityComponent::VelocityComponent ( const int64_t  id,
const attributeMap params 
)
i6e::api::VelocityComponent::~VelocityComponent ( )

Member Function Documentation

void i6e::api::VelocityComponent::accelerate ( const Vec3 acceleration,
MaxSpeedHandling  handling,
const std::function< void(void)> &  callback 
)

accelerates the GameObject using acceleration reaching maxSpeed, it will perform as defined in handling parameter and callback will be called

void i6e::api::VelocityComponent::accelerate ( const std::function< void(void)> &  callback)
inline

Definition at line 75 of file VelocityComponent.h.

void i6e::api::VelocityComponent::decelerate ( const Vec3 deceleration,
DecelerationHandling  handling,
const std::function< void(void)> &  callback 
)

decelerates the GameObject using deceleration reaching 0 speed, it will perform as defined in handling parameter and callback will be called

void i6e::api::VelocityComponent::decelerate ( const std::function< void(void)> &  callback)
inline

Definition at line 84 of file VelocityComponent.h.

std::vector<componentOptions> i6e::api::VelocityComponent::getComponentOptions ( )
inlineoverridevirtual

returns a vector containing all options of the Component being readable and writeable in the editor

Implements i6e::api::Component.

Definition at line 66 of file VelocityComponent.h.

std::string i6e::api::VelocityComponent::getTemplateName ( ) const
inlineoverridevirtual

returns the name this template was registered with

Implements i6e::api::Component.

Definition at line 62 of file VelocityComponent.h.

void i6e::api::VelocityComponent::setDecelerationHandling ( DecelerationHandling  handling)
inline

sets the deceleration handling

Definition at line 111 of file VelocityComponent.h.

void i6e::api::VelocityComponent::setMaxSpeed ( double  maxSpeed)

sets new maximum speed

void i6e::api::VelocityComponent::setResistanceCoefficient ( double  coeff)

sets new resistance coefficient

void i6e::api::VelocityComponent::setWindage ( double  windage)

sets new windage

void i6e::api::VelocityComponent::stopAcceleration ( ) const

stops current acceleration

attributeMap i6e::api::VelocityComponent::synchronize ( ) const
overridevirtual

synchronizes the Components state

Implements i6e::api::Component.


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