2021-12-05 17:54:36 +00:00
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/*
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* Darkflame Universe
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2023-10-09 20:19:38 +00:00
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* Copyright 2023
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2021-12-05 17:54:36 +00:00
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*/
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2023-10-09 20:19:38 +00:00
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#ifndef __RIGIDBODYPHANTOMPHYSICS_H__
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#define __RIGIDBODYPHANTOMPHYSICS_H__
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2021-12-05 17:54:36 +00:00
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#include "BitStream.h"
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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2023-10-09 20:19:38 +00:00
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#include "PhysicsComponent.h"
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2023-03-04 07:16:37 +00:00
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#include "eReplicaComponentType.h"
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2021-12-05 17:54:36 +00:00
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2022-07-28 13:39:57 +00:00
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/**
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* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
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* bananas that fall from trees in GF.
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*/
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2023-10-09 20:19:38 +00:00
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class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
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public:
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2023-10-08 20:58:47 +00:00
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static const eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
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2022-07-28 13:39:57 +00:00
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RigidbodyPhantomPhysicsComponent(Entity* parent);
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2023-08-10 21:33:15 +00:00
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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2021-12-05 17:54:36 +00:00
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};
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2023-10-09 20:19:38 +00:00
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#endif // __RIGIDBODYPHANTOMPHYSICS_H__
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