DarkflameServer/dGame/dComponents/PhysicsComponent.h

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#ifndef __PHYSICSCOMPONENT__H__
#define __PHYSICSCOMPONENT__H__
#include "Component.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
namespace Raknet {
class BitStream;
};
class PhysicsComponent : public Component {
public:
PhysicsComponent(Entity* parent);
virtual ~PhysicsComponent() = default;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
const NiPoint3& GetPosition() const { return m_Position; }
virtual void SetPosition(const NiPoint3& pos) { if (m_Position == pos) return; m_Position = pos; m_DirtyPosition = true; }
const NiQuaternion& GetRotation() const { return m_Rotation; }
virtual void SetRotation(const NiQuaternion& rot) { if (m_Rotation == rot) return; m_Rotation = rot; m_DirtyPosition = true; }
protected:
NiPoint3 m_Position;
NiQuaternion m_Rotation;
bool m_DirtyPosition;
};
#endif //!__PHYSICSCOMPONENT__H__