DarkflameServer/dGame/dComponents/VehiclePhysicsComponent.cpp

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#include "VehiclePhysicsComponent.h"
#include "EntityManager.h"
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VehiclePhysicsComponent::VehiclePhysicsComponent(Entity* parent) : Component(parent) {
m_Position = NiPoint3::ZERO;
m_Rotation = NiQuaternion::IDENTITY;
m_Velocity = NiPoint3::ZERO;
m_AngularVelocity = NiPoint3::ZERO;
m_IsOnGround = true;
m_IsOnRail = false;
m_DirtyPosition = true;
m_DirtyVelocity = true;
m_DirtyAngularVelocity = true;
m_EndBehavior = GeneralUtils::GenerateRandomNumber<uint32_t>(0, 7);
}
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VehiclePhysicsComponent::~VehiclePhysicsComponent() {
}
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void VehiclePhysicsComponent::SetPosition(const NiPoint3& pos) {
if (pos == m_Position) return;
m_DirtyPosition = true;
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m_Position = pos;
}
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void VehiclePhysicsComponent::SetRotation(const NiQuaternion& rot) {
if (rot == m_Rotation) return;
m_DirtyPosition = true;
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m_Rotation = rot;
}
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void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
if (vel == m_Velocity) return;
m_DirtyPosition = true;
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m_Velocity = vel;
}
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void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
if (vel == m_AngularVelocity) return;
m_DirtyPosition = true;
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m_AngularVelocity = vel;
}
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void VehiclePhysicsComponent::SetIsOnGround(bool val) {
if (val == m_IsOnGround) return;
m_DirtyPosition = true;
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m_IsOnGround = val;
}
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void VehiclePhysicsComponent::SetIsOnRail(bool val) {
if (val == m_IsOnRail) return;
m_DirtyPosition = true;
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m_IsOnRail = val;
}
void VehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
if (m_RemoteInputInfo == remoteInputInfo) return;
this->m_RemoteInputInfo = remoteInputInfo;
m_DirtyRemoteInput = true;
}
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void VehiclePhysicsComponent::SetDirtyPosition(bool val) {
m_DirtyPosition = val;
}
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void VehiclePhysicsComponent::SetDirtyVelocity(bool val) {
m_DirtyVelocity = val;
}
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void VehiclePhysicsComponent::SetDirtyAngularVelocity(bool val) {
m_DirtyAngularVelocity = val;
}
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void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
if (bIsInitialUpdate || m_DirtyPosition) {
m_DirtyPosition = false;
outBitStream->Write(m_Position.x);
outBitStream->Write(m_Position.y);
outBitStream->Write(m_Position.z);
outBitStream->Write(m_Rotation.x);
outBitStream->Write(m_Rotation.y);
outBitStream->Write(m_Rotation.z);
outBitStream->Write(m_Rotation.w);
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outBitStream->Write(m_IsOnGround);
outBitStream->Write(m_IsOnRail);
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outBitStream->Write(bIsInitialUpdate || m_DirtyVelocity);
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if (bIsInitialUpdate || m_DirtyVelocity) {
outBitStream->Write(m_Velocity.x);
outBitStream->Write(m_Velocity.y);
outBitStream->Write(m_Velocity.z);
m_DirtyVelocity = false;
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}
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outBitStream->Write(bIsInitialUpdate || m_DirtyAngularVelocity);
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if (bIsInitialUpdate || m_DirtyAngularVelocity) {
outBitStream->Write(m_AngularVelocity.x);
outBitStream->Write(m_AngularVelocity.y);
outBitStream->Write(m_AngularVelocity.z);
m_DirtyAngularVelocity = false;
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}
outBitStream->Write0(); // local_space_info. TODO: Implement this
outBitStream->Write(m_DirtyRemoteInput || bIsInitialUpdate); // remote_input_info
if (m_DirtyRemoteInput || bIsInitialUpdate) {
outBitStream->Write(m_RemoteInputInfo.m_RemoteInputX);
outBitStream->Write(m_RemoteInputInfo.m_RemoteInputY);
outBitStream->Write(m_RemoteInputInfo.m_IsPowersliding);
outBitStream->Write(m_RemoteInputInfo.m_IsModified);
m_DirtyRemoteInput = false;
}
outBitStream->Write(125.0f); // remote_input_ping TODO: Figure out how this should be calculated as it seems to be constant through the whole race.
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if (!bIsInitialUpdate) {
outBitStream->Write0();
}
}
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if (bIsInitialUpdate) {
outBitStream->Write<uint8_t>(m_EndBehavior);
outBitStream->Write1(); // is input locked?
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}
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outBitStream->Write0();
}
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void VehiclePhysicsComponent::Update(float deltaTime) {
if (m_SoftUpdate > 5) {
Game::entityManager->SerializeEntity(m_Parent);
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m_SoftUpdate = 0;
} else {
m_SoftUpdate += deltaTime;
}
}