Emergency 2017 Dokumentation  v3.0.1
em5::AiLevelOfDetailComponent Class Reference

AI level of detail component. More...

#include <AiLevelOfDetailComponent.h>

Public Member Functions

 AiLevelOfDetailComponent (qsf::Prototype *prototype)
 
bool useFullDetail () const
 
void update (const qsf::JobArguments &jobArguments)
 
virtual void serialize (qsf::BinarySerializer &serializer) override
 Serialize or deserialize the component using a binary serializer. More...
 
- Public Member Functions inherited from qsf::Component
virtual ~Component ()
 Destructor. More...
 
PrototypegetPrototype () const
 Return the prototype this component is in. More...
 
EntitygetEntity () const
 Return a reference to the entity this component is in. More...
 
uint32 getId () const
 Return the unique component identifier. More...
 
ComponentManagergetComponentManager () const
 Return the component manager that's responsible for this component instance. More...
 
ComponentCollectiongetComponentCollection () const
 Return the component collection that's responsible for this component instance. More...
 
bool isSimulating () const
 Return whether or not the component is in simulating mode. More...
 
bool isActive () const
 Return whether or not the component is considered to be active. More...
 
void setActive (bool active)
 Set whether or not the component is considered to be active. More...
 
bool isDebug () const
 Return whether or not the component is considered to be in debug mode. More...
 
bool isHidden () const
 Return whether or not the component is hidden. More...
 
void setHidden (bool hidden)
 Set whether or not the component is hidden. More...
 
bool isGloballyHidden () const
 Return whether or not the component is globally hidden. More...
 
void setGloballyHidden (bool globallyHidden)
 Set whether or not the component is globally hidden. More...
 
bool isReallyHidden () const
 Return whether or not the component is really hidden. More...
 
bool startup ()
 Startup the component. More...
 
bool isRunning () const
 Return whether or not the component is up-and-running. More...
 
void shutdown ()
 Shutdown the component. More...
 
uint64 getPrototypeId () const
 Return the ID of the prototype this component is in. More...
 
uint64 getEntityId () const
 Return the ID of the entity this component is in. More...
 
virtual void onInvalidation ()
 Invalidate the component. More...
 
virtual void setDebug (bool debugMode)
 Set whether or not the component is considered to be in debug mode. More...
 
- Public Member Functions inherited from qsf::InheritedObject
void copyPropertyOverrideStateFrom (const InheritedObject &object, bool add=false)
 
void setAllPropertyOverrideFlags (bool value)
 
void autoCreatePropertyOverrideState ()
 
virtual camp::Value getPropertyDefaultValue (const StringHash &propertyId) const override
 
virtual PropertyOverrideState getPropertyOverrideState (const StringHash &propertyId) const override
 
virtual bool setPropertyOverrideState (const StringHash &propertyId, PropertyOverrideState overrideState) override
 
- Public Member Functions inherited from qsf::Object
virtual ~Object ()
 Destructor. More...
 
const camp::Class & getCampClass () const
 Return the CAMP class. More...
 
int getPropertyIndexById (const StringHash &propertyId) const
 Return the CAMP property index by using the unique class property ID. More...
 
uint32 getPropertyIdByIndex (int index) const
 Return the unique class property ID with the given index. More...
 
std::string getPropertyNameById (const StringHash &propertyId) const
 Return the CAMP property name by using the unique class property ID. More...
 
const camp::Property * getCampPropertyById (const StringHash &propertyId) const
 Return the CAMP property by using the unique class property ID. More...
 
void setPropertyValuesByString (const std::string &values)
 Set CAMP reflection property values by using a given string. More...
 
void setPropertiesToDefaultValues ()
 Set all CAMP reflection system properties to their default values. More...
 
void serializeToBoostPTree (boost::property_tree::ptree &pTree, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL) const
 
void serializeToBoostPTree (boost::property_tree::ptree &pTree, const camp::Class &campClass, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL) const
 
bool deserializeFromBoostPTree (const boost::property_tree::ptree &pTree, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL)
 
bool deserializeFromBoostPTree (const boost::property_tree::ptree &pTree, const camp::Class &campClass, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL)
 
void serializeToBinarySerializer (BinarySerializer &serializer, SerializationMode mode=MODE_MINIMAL, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL) const
 
void deserializeFromBinarySerializer (BinarySerializer &serializer, SerializationMode mode=MODE_MINIMAL, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL, bool setOverrideState=true)
 
virtual void onPreDeserialize ()
 Called right before the object is deserialized using any of the above methods. Default implementation is empty. More...
 
virtual void onPostDeserialize ()
 Called right after the object was deserialized using any of the above methods. Default implementation is empty. More...
 
virtual ScriptgetAssociatedScript () const
 Return the script instance associated with this object instance. More...
 

Static Public Attributes

static const uint32 COMPONENT_ID
 "em5::AiLevelOfDetailComponent" unique component ID More...
 
static const uint32 ACTIVATION_PROPERTY_ID
 Unique CAMP ID of the boolean activation property. More...
 
- Static Public Attributes inherited from qsf::Component
static const uint32 COMPONENT_ID
 "qsf::Component" unique component ID More...
 

Additional Inherited Members

- Public Types inherited from qsf::Component
enum  TransformChangeFlag {
  TRANSFORM_CHANGE_POSITION = 0x01, TRANSFORM_CHANGE_ROTATION = 0x02, TRANSFORM_CHANGE_SCALE = 0x04, TRANSFORM_CHANGE_TRANSFORM = 0x07,
  TRANSFORM_CHANGE_FOR_SIMULATION = 0x08, TRANSFORM_CHANGE_FOR_ANIMATION = 0x10
}
 
typedef BitFlagSet< uint8, TransformChangeFlagTransformChangeFlags
 
- Public Types inherited from qsf::Object
enum  PropertyOverrideState { PROPERTY_INVALID, PROPERTY_DEFAULT, PROPERTY_OVERRIDE, PROPERTY_REMOVED }
 
enum  SerializationMethod { SERIALIZE_FLAT, SERIALIZE_COMPLETE, SERIALIZE_DIFFERENTIAL, SERIALIZE_IGNORE_UNKNOWN }
 
enum  SerializationMode { MODE_MINIMAL, MODE_COMPATIBLE }
 
- Protected Member Functions inherited from qsf::Component
 Component (Prototype *prototype)
 Constructor. More...
 
void promotePropertyChange (uint32 propertyId)
 A component property value was changed. More...
 
template<typename T , typename S >
bool assignAndPromoteChange (T &variable, const S &newValue, uint32 propertyId)
 Comfort function for updating an exported member variable and promoting any change that happened. More...
 
void setRegisterForSimulationTransformChanges (bool enable)
 Register or unregister this component as simulation transform listener. More...
 
void setRegisterForAnimationTransformChanges (bool enable)
 Register or unregister this component as animation transform listener. More...
 
virtual const ObjectgetPropertyDefaultsProvider () const override
 
virtual bool implementsOnComponentPropertyChange () const
 Signal whether this component needs the "onComponentPropertyChange" callback at all. More...
 
virtual void onComponentPropertyChange (const Component &component, uint32 propertyId)
 Called in case a component property value was changed. More...
 
virtual void onComponentTransformChange (const Transform &transform, TransformChangeFlags flags)
 Called in case a component transformation value was changed. More...
 
virtual void onSetSimulating (bool simulating)
 Set whether or not the component is in simulating mode. More...
 
virtual void onSetActive (bool active)
 Set whether or not the component is considered to be active. More...
 
virtual void onSetDebug (bool debug)
 Set whether or not the component is considered to be in debug mode. More...
 
virtual void onSetHidden (bool hidden)
 Set whether or not the component is considered to be hidden. More...
 
virtual bool onStartup ()
 Startup the component. More...
 
virtual void onShutdown ()
 Shutdown the component. More...
 
- Protected Member Functions inherited from qsf::InheritedObject
 InheritedObject ()
 Default constructor. More...
 
- Protected Member Functions inherited from qsf::Object
 Object ()
 Default constructor. More...
 
- Protected Member Functions inherited from qsf::WeakPtrTarget
 WeakPtrTarget ()
 Default constructor. More...
 
 WeakPtrTarget (const WeakPtrTarget &other)
 Copy constructor. More...
 
 WeakPtrTarget (WeakPtrTarget &&)=delete
 Delete the move constructor, as WeakPtrTarget would need a proper move constructor-implementation that ensures that its pointer gets updated in the WeakPtrBase as well. More...
 
 ~WeakPtrTarget ()
 Destructor. More...
 
void invalidateAllWeakPtr ()
 Invalidate all weak pointers to this object. More...
 
void operator= (const WeakPtrTarget &other)
 Copy operator. More...
 
- Protected Attributes inherited from qsf::InheritedObject
std::bitset< 128 > mPropertyOverrideFlags
 One bit for each property; if set, the property is overridden. More...
 

Detailed Description

AI level of detail component.

Remarks
This component stores the values that govern whether an entity uses the QSF AI level of detail system. It is queried by other AI components and the level of detail to use is calculated based on its state. If some entity doesn't use this component it is expected to be always simulated at full detail. This is for example the case for player controlled entities. The currently planned rules are that an entity uses the full detail if ...
  • it is visible to a player
  • it is part of an event or an event is nearby The component acts as a service component to other components update and calculates data that it doesn't use itself. It therefore promotes the property change to interested other components. It is noncopyable like all components by inheritance.
Todo:
  • TODO(vs) It would be more optimal regarding memory consumption if we could store the state in a vector<bool> for all entities and more optimal for performance if we could store the state with the update call.
  • TODO(co) Please review "ACTIVATION_PROPERTY_ID"/"UseFullDetail": Why does it have to be so complicated? Can't it just follow the simple property convention used everywhere where one can guess all the names?

Definition at line 56 of file AiLevelOfDetailComponent.h.

Constructor & Destructor Documentation

em5::AiLevelOfDetailComponent::AiLevelOfDetailComponent ( qsf::Prototype prototype)
inline

Definition at line 14 of file AiLevelOfDetailComponent-inl.h.

Member Function Documentation

virtual void em5::AiLevelOfDetailComponent::serialize ( qsf::BinarySerializer serializer)
overridevirtual

Serialize or deserialize the component using a binary serializer.

Parameters
[in]serializerThe serializer, which can be either in read or write mode

Reimplemented from qsf::Component.

void em5::AiLevelOfDetailComponent::update ( const qsf::JobArguments jobArguments)
bool em5::AiLevelOfDetailComponent::useFullDetail ( ) const
inline

Definition at line 21 of file AiLevelOfDetailComponent-inl.h.

Member Data Documentation

const uint32 em5::AiLevelOfDetailComponent::ACTIVATION_PROPERTY_ID
static

Unique CAMP ID of the boolean activation property.

Definition at line 65 of file AiLevelOfDetailComponent.h.

const uint32 em5::AiLevelOfDetailComponent::COMPONENT_ID
static

"em5::AiLevelOfDetailComponent" unique component ID

Definition at line 64 of file AiLevelOfDetailComponent.h.


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