Open 3D Engine AzCore API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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#include <Entity.h>
Inherited by AZ::EntityUtils::EntityIdAccessor, and AZ::ModuleEntity.
Classes | |
struct | FailedSortDetails |
Contains a failed DependencySortResult code and a detailed message that can be presented to users. More... | |
Public Types | |
enum class | State : u8 { Constructed , Initializing , Init , Activating , Active , Deactivating , Destroying , Destroyed } |
enum class | DependencySortResult { Success = 0 , MissingRequiredService , HasCyclicDependency , HasIncompatibleServices , DescriptorNotRegistered , DSR_OK = Success , DSR_MISSING_REQUIRED = MissingRequiredService , DSR_CYCLIC_DEPENDENCY = HasCyclicDependency } |
using | ComponentArrayType = AZStd::vector< Component * > |
using | StringWarningArray = AZStd::vector< AZStd::string > |
This type of array is used by the warning. | |
using | EntityStateEvent = Event< State, State > |
An event that signals old state and new state during entity state changes. | |
using | DependencySortOutcome = AZ::Outcome< void, FailedSortDetails > |
Public Member Functions | |
AZ_CLASS_ALLOCATOR (Entity, EntityAllocator) | |
Specifies that this class should use AZ::SystemAllocator for memory management by default. | |
AZ_RTTI (AZ::Entity, "{75651658-8663-478D-9090-2432DFCAFA44}") | |
Adds run-time type information to this class. | |
Entity (AZStd::string name={}) | |
Entity (const EntityId &id, AZStd::string name={}) | |
Entity (const Entity &other)=delete | |
Entity & | operator= (const Entity &other)=delete |
Entity (Entity &&other)=default | |
Entity & | operator= (Entity &&other)=default |
virtual | ~Entity () |
void | Reset () |
Resets the state to default. | |
EntityId | GetId () const |
const AZStd::string & | GetName () const |
void | SetName (AZStd::string name) |
State | GetState () const |
u32 | GetEntitySpawnTicketId () const |
void | SetEntitySpawnTicketId (u32 entitySpawnTicketId) |
void | AddStateEventHandler (EntityStateEvent::Handler &handler) |
void | SetId (const EntityId &id) |
virtual void | Init () |
virtual void | Activate () |
virtual void | Deactivate () |
template<class ComponentType , typename... Args> | |
ComponentType * | CreateComponent (Args &&... args) |
Component * | CreateComponent (const Uuid &componentTypeId) |
bool | AddComponent (Component *component) |
bool | RemoveComponent (Component *component) |
const ComponentArrayType & | GetComponents () const |
Component * | FindComponent (ComponentId id) const |
Component * | FindComponent (const Uuid &typeId) const |
template<class ComponentType > | |
ComponentType * | FindComponent (ComponentId id) const |
template<class ComponentType > | |
ComponentType * | FindComponent () const |
ComponentArrayType | FindComponents (const Uuid &typeId) const |
template<class ComponentType > | |
AZStd::vector< ComponentType * > | FindComponents () const |
Return a vector of all the components of the specified type in an entity. | |
void | InvalidateDependencies () |
DependencySortOutcome | EvaluateDependenciesGetDetails () |
DependencySortResult | EvaluateDependencies () |
void | SetRuntimeActiveByDefault (bool activeByDefault) |
bool | IsRuntimeActiveByDefault () const |
TransformInterface * | GetTransform () const |
Static Public Member Functions | |
static void | Reflect (ReflectContext *reflection) |
static EntityId | MakeId () |
static AZ::u32 | GetProcessSignature () |
static DependencySortOutcome | DependencySort (ComponentArrayType &components) |
Protected Member Functions | |
void | SetState (State state) |
void | OnNameChanged () const |
Signals to listeners that the entity's name has changed. | |
bool | CanAddRemoveComponents () const |
Static Protected Member Functions | |
static void | ActivateComponent (Component &component) |
static void | DeactivateComponent (Component &component) |
Protected Attributes | |
EntityId | m_id |
ComponentArrayType | m_components |
An array of components attached to the entity. | |
EntityStateEvent | m_stateEvent |
An event used to signal all entity state changes. | |
TransformInterface * | m_transform |
AZStd::string | m_name |
A user-friendly name for the entity. This makes error messages easier to read. | |
u32 | m_entitySpawnTicketId = 0 |
State | m_state |
The state of the entity. | |
bool | m_isDependencyReady |
Indicates the component dependencies have been evaluated and sorting was completed successfully. More... | |
bool | m_isRuntimeActiveByDefault |
Indicates the entity should be activated on initial creation. | |
Friends | |
class | JsonEntitySerializer |
An addressable container for a group of components. An entity creates, initializes, activates, and deactivates its components.
An entity has an ID and, optionally, a name.
The type of array that contains the entity's components. Used when iterating over components.
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strong |
Represents whether an entity can be activated. An entity cannot be activated unless all component dependency requirements are met, and components are sorted so that each can be activated before the components that depend on it.
Enumerator | |
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Success | All component dependency requirements are met. The entity can be activated. |
MissingRequiredService | One or more components that provide required services are not in the list of components to activate. |
HasCyclicDependency | A cycle in component service dependencies was detected. |
HasIncompatibleServices | A component is incompatible with a service provided by another component. |
DescriptorNotRegistered | A component descriptor was not registered with the AZ::ComponentApplication. |
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strong |
The state of the entity and its components.
Enumerator | |
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Constructed | The entity was constructed but is not initialized or active. This is the default state after an entity is created. |
Initializing | The entity is initializing itself and its components. This state is the transition between State::Constructed and State::Init. |
Init | The entity and its components are initialized. You can add and remove components from the entity when it is in this state. |
Activating | The entity is activating itself and its components. This state is the transition between State::Init and State::Active. |
Active | The entity and its components are active and fully operational. You cannot add or remove components from the entity unless you first deactivate the entity. |
Deactivating | The entity is deactivating itself and its components. This state is the transition between State::Active and State::Init. |
Destroying | The entity is in the process of being destroyed. This state is the transition between State::Init and State::Destroyed. |
Destroyed | The entity has been fully destroyed. |
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explicit |
Constructs an entity and automatically generates an entity ID.
name | (Optional) A name for the entity. The entity ID is used for addressing and identification, but a name is useful for debugging. |
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explicit |
Constructs an entity with the entity ID that you specify.
id | An ID for the entity. |
name | (Optional) A name for the entity. The entity ID is used for addressing and identification, but a name is useful for debugging. |
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virtual |
Destroys an entity and its components. Do not destroy an entity when it is in a transition state. If the entity is in a transition state, this function asserts.
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virtual |
Activates the entity and its components. This function can be called multiple times throughout the lifetime of an entity. Before activating the components, this function verifies that all component dependency requirements are met, and that components are sorted so that each can be activated before the components that depend on it. If these requirements are met, this function calls the Activate function of each component.
bool AZ::Entity::AddComponent | ( | Component * | component | ) |
Attaches an existing component to the entity.
You cannot attach a component to an entity when the entity is active or in a transition state. After the component is attached to the entity, the entity owns the component. If you destroy the entity, the component is destroyed along with the entity. To release ownership without destroying the component, use RemoveComponent(). The component can be attached to only one entity at a time. If the component is already attached to an entity, this code asserts.
component | A pointer to the component to attach to the entity. |
void AZ::Entity::AddStateEventHandler | ( | EntityStateEvent::Handler & | handler | ) |
Connects an entity state event handler to the entity. All state changes will be signaled through this event.
handler | reference to the EntityStateEvent handler to attach to the entities state event. |
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protected |
Finds whether the entity is in a state in which components can be added or removed. Components can be added or removed when the entity is in the State::Constructed or State::Init state.
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inline |
Creates a component and attaches the component to the entity. You cannot add a component to an entity when the entity is active or in a transition state. After the component is attached to the entity, the entity owns the component. If you destroy the entity, the component is destroyed along with the entity. To release ownership without destroying the component, use RemoveComponent().
Creates a component and attaches the component to the entity. You cannot add a component to an entity when the entity is active or in a transition state. After the component is attached to the entity, the entity owns the component. If you destroy the entity, the component is destroyed along with the entity. To release ownership without destroying the component, use RemoveComponent().
componentTypeId | The UUID of the component type. |
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virtual |
Deactivates the entity and its components. This function can be called multiple times throughout the lifetime of an entity. This function calls the Deactivate function of each component.
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static |
Sorts an entity's components based on the dependencies between components. If all dependencies are met, the required services can be activated before the components that depend on them.
components | An array of components attached to the entity. |
DependencySortResult AZ::Entity::EvaluateDependencies | ( | ) |
Same as EvaluateDependenciesGetDetails(), but if sort fails only a code is returned, there is no detailed error message.
DependencySortOutcome AZ::Entity::EvaluateDependenciesGetDetails | ( | ) |
Calls DependencySort() to sort an entity's components based on the dependencies among components. If all dependencies are met, the required services can be activated before the components that depend on them. An entity will not be activated unless the sort succeeds.
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inline |
Finds the first component of the requested component type.
Component* AZ::Entity::FindComponent | ( | ComponentId | id | ) | const |
Finds a component by component ID.
id | The ID of the component to find. |
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inline |
Finds a component by component ID.
id | The ID of the component to find. |
Finds the first component of the requested component type.
typeId | The type of component to find. |
ComponentArrayType AZ::Entity::FindComponents | ( | const Uuid & | typeId | ) | const |
Return a vector of all the components of the specified type in an entity.
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inline |
Gets all components registered with the entity.
u32 AZ::Entity::GetEntitySpawnTicketId | ( | ) | const |
Gets the ticket id used to spawn the entity.
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inline |
Gets the ID of the entity.
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inline |
Gets the name of the entity.
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static |
Gets the Process Signature of the local machine.
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inline |
Gets the state of the entity.
TransformInterface* AZ::Entity::GetTransform | ( | ) | const |
Gets the TransformInterface for the entity.
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virtual |
Initializes the entity and its components. This function is called only once in an entity's lifetime, whereas an entity
can be activated and deactivated multiple times. This function calls each component's Init function and provides its entity ID to each component.
void AZ::Entity::InvalidateDependencies | ( | ) |
Indicates to the entity that dependencies among its components need to be evaluated. Dependencies will be evaluated the next time the entity is activated.
bool AZ::Entity::IsRuntimeActiveByDefault | ( | ) | const |
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static |
Generates a unique entity ID.
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static |
Reflects the entity into a variety of contexts (script, serialize, edit, and so on).
reflection | A pointer to the reflection context. |
bool AZ::Entity::RemoveComponent | ( | Component * | component | ) |
Removes a component from the entity. After the component is removed from the entity, you are responsible for destroying the component.
component | A pointer to the component to remove from the entity. |
void AZ::Entity::SetEntitySpawnTicketId | ( | u32 | entitySpawnTicketId | ) |
Sets the ticket id used to spawn the entity. The ticket id in the entity will remain 0 unless it's set using this function.
entitySpawnTicketId | the ticket id used to spawn the entity. |
void AZ::Entity::SetId | ( | const EntityId & | id | ) |
Sets the ID of the entity. You can only change the ID of the entity when the entity has been constructed but is not yet active or initialized.
id | The ID of the entity. |
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inline |
Sets the name of the entity.
name | A name for the entity. |
void AZ::Entity::SetRuntimeActiveByDefault | ( | bool | activeByDefault | ) |
Mark the entity to be activated by default. This is observed automatically by EntityContext, and should be observed by any other custom systems that create and manage entities.
activeByDefault | whether the entity should be active by default after creation. |
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protected |
Sets the entities internal state to the provided value.
state | the new state for the entity. |
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protected |
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Indicates the component dependencies have been evaluated and sorting was completed successfully.
Foundational entity properties/flags. To keep AZ::Entity lightweight, one should resist the urge the add flags here unless they're extremely common to AZ::Entity use cases, and inherently fundamental. Furthermore, if more than 4 flags are needed, please consider using a more space-efficient container, such as AZStd::bit_set<>. With just a couple flags, AZStd::bit_set's word-size of 32-bits will actually waste space.
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mutableprotected |
A cached pointer to the transform interface. We recommend using AZ::TransformBus and caching locally instead of accessing the transform interface directly through this pointer.