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realvirtual.Source Class Reference
The Source is generating MUs during simulation time. More...
Inheritance diagram for realvirtual.Source:

Public Member Functions | |
void | DeleteAll () |
Deletes all MU generated by this Source. | |
void | OnMUDelete (MU mu) |
Is Celled when MU is deleted which has been created by this source. | |
void | DeleteAllImmediate () |
Deletes all MU generated by this Source. | |
void | OnXRStartPlace (GameObject placedobj) |
Event when XR is Starting placing. | |
void | OnXREndPlace (GameObject placedobj) |
Event when XR is Ending placing. | |
MU | Generate () |
Generates an MU. More... | |
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void | SetForceStop (bool forcestop) |
Vector3 | DirectionToVector (DIRECTION direction) |
Transfers the direction enumeration to a vector. | |
DIRECTION | VectorToDirection (bool torotatoin, Vector3 vector) |
Transfers a vector to the direction enumeration. | |
float | GetLocalScale (Transform thetransform, DIRECTION direction) |
List< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
List< Signal > | GetConnectedSignals () |
void | SetVisibility (bool visibility) |
Sets the visibility of this object including all subobjects. | |
List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
GameObject | GetChildByName (string name) |
Gets a child by name. | |
List< GameObject > | GetChildsByName (string name) |
Gets all child by name. | |
GameObject | GetChildByNameAlsoHidden (string name) |
List< GameObject > | GetAllMeshesWithGroup (string group) |
List< GameObject > | GetAllWithGroup (string group) |
List< GameObject > | GetAllWithGroups (List< string > groups) |
List< GameObject > | GetAllMeshesWithGroups (List< string > groups) |
List< string > | GetMyGroups () |
List< GameObject > | GetMeshesWithSameGroups () |
List< GameObject > | GetAllWithSameGroups () |
MeshRenderer | GetMeshRenderer () |
Gets the mesh renderers in the childrens. | |
void | SetCollider (bool enabled) |
sets the collider in all child objects | |
void | ErrorMessage (string message) |
Displays an error message. | |
void | ChangeConnectionMode (bool isconnected) |
void | Log (string message) |
Logs a message. | |
void | Log (string message, object obj) |
Logs a message with a relation to an object. | |
void | Warning (string message, object obj) |
Logs a warinng with a relation to an object. | |
void | Error (string message, object obj) |
Logs an error with a relation to an object. | |
void | Error (string message) |
Logs an error. | |
GameObject | DebugPosition (string debugname, Vector3 position, Quaternion quaternation, float scale) |
Displays a gizmo for debugging positions. | |
void | SetFreezePosition (bool enabled) |
Freezes all child components to the current poosition. | |
virtual void | AwakeAlsoDeactivated () |
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List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
Public Attributes | |
bool | UseAGXPhysics =false |
GameObject | ThisObjectAsMU |
The referenced GameObject which should be used as a prototype for the MU. If it is null it will be this GameObject. | |
GameObject | Destination |
The destination GameObject where the generated MU should be placed. | |
bool | Enabled = true |
If set to true the Source is enabled. | |
bool | FreezeSourcePosition = true |
If set to true the Source itself (the MU template) is fixed to its position. | |
bool | DontVisualize = true |
True if the Source should not be visible during Simulation time. | |
float | Mass = 1 |
Mass of the generated MU. | |
bool | SetCenterOfMass = false |
Vector3 | CenterOfMass = new Vector3(0,0,0) |
Mass of the generated MU. | |
string | GenerateOnLayer ="" |
bool | ChangeDefaultLayer = true |
Layer where the MUs should be generated to - if kept empty no layers are changed. | |
List< string > | OnCreateDestroyComponents = new List<string>() |
If set to true Layers are automatically changed if default Layer is detected. | |
float | StartInterval = 0 |
Destroy this components on MU when MU is created as a copy of the source - is used to delete additional source scripts. | |
float | Interval = 0 |
Start MU creation with the given seconds after simulation start. | |
bool | AutomaticGeneration = true |
Interval in seconds between the generation of MUs. Needs to be set to 0 if no interval generation is wished. | |
float | GenerateIfDistance = 300 |
Automatic generation of MUs if last MU is above the GenerateIfDistance distance from MU. | |
bool | RandomDistance = false |
Distance in millimeters from Source when new MUs should be generated. | |
float | RangeDistance = 300 |
If turned on Distance is Random Number with plus / minus Range Distance. | |
bool | LimitNumber = false |
Range of the distance (plus / minus) if RandomDistance is turned on. | |
int | MaxNumberMUs = 1 |
int | Created = 0 |
bool | GenerateMU =true |
bool | DeleteAllMU |
When changing from false to true a new MU is generated. | |
PLCOutputBool | SourceGenerate |
when changing from false to true all MUs generated by this Source are deleted. | |
realvirtualEventMUCreated | EventMUCreated |
When changing from false to true a new MU is generated. | |
bool | PositionOverwrite = false |
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string | Name |
The name of the component if it should be different from the GameObject name. | |
ActiveOnly | Active |
GameObject | FromTemplate |
realvirtualController | realvirtualController |
bool | HideNonG44Components |
bool | SceneIsAdditive |
bool | ForceStop = false |
Protected Member Functions | |
void | Reset () |
void | Start () |
override void | OnStart () |
For Layout Editor mode Start is called when the simulation is started. More... | |
override void | OnStop () |
For Layout Editor mode Stop is called when the simulation is stopped. More... | |
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bool | hidename () |
bool | hideactiveonly () |
virtual void | OnStop () |
virtual void | OnStart () |
MU | GetTopOfMu (GameObject obj) |
Gets the top of an MU component (the first MU script going up in the hierarchy) | |
void | InitGame4Automation () |
Initialiates the components and gets the reference to the realvirtualController in the scene. | |
virtual void | AfterAwake () |
void | Awake () |
Additional Inherited Members | |
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enum | ActiveOnly |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
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GameObject | gameObject [get] |
Detailed Description
The Source is generating new MUs based on the referenced (ThisObjectAsMU) GameObject. When generating an MU a copy of the referenced GameObject will be created.
Member Function Documentation
◆ Generate()
MU realvirtual.Source.Generate | ( | ) |
Check if still default layer – if yes then set box collider to g4a MU
◆ OnStart()
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protectedvirtual |
Reimplemented from realvirtual.realvirtualBehavior.
◆ OnStop()
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protectedvirtual |
Reimplemented from realvirtual.realvirtualBehavior.