DarkflameServer/dGame/dComponents/HavokVehiclePhysicsComponent.cpp

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#include "HavokVehiclePhysicsComponent.h"
#include "EntityManager.h"
HavokVehiclePhysicsComponent::HavokVehiclePhysicsComponent(Entity* parent, int32_t componentId) : PhysicsComponent(parent, componentId) {
m_Velocity = NiPoint3Constant::ZERO;
m_AngularVelocity = NiPoint3Constant::ZERO;
m_IsOnGround = true;
m_IsOnRail = false;
m_DirtyPosition = true;
m_EndBehavior = GeneralUtils::GenerateRandomNumber<uint32_t>(0, 7);
}
void HavokVehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
if (vel == m_Velocity) return;
m_DirtyPosition = true;
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m_Velocity = vel;
}
void HavokVehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
if (vel == m_AngularVelocity) return;
m_DirtyPosition = true;
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m_AngularVelocity = vel;
}
void HavokVehiclePhysicsComponent::SetIsOnGround(bool val) {
if (val == m_IsOnGround) return;
m_DirtyPosition = true;
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m_IsOnGround = val;
}
void HavokVehiclePhysicsComponent::SetIsOnRail(bool val) {
if (val == m_IsOnRail) return;
m_DirtyPosition = true;
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m_IsOnRail = val;
}
void HavokVehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
if (remoteInputInfo == m_RemoteInputInfo) return;
this->m_RemoteInputInfo = remoteInputInfo;
m_DirtyPosition = true;
}
void HavokVehiclePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(bIsInitialUpdate || m_DirtyPosition);
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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);
outBitStream.Write(m_IsOnGround);
outBitStream.Write(m_IsOnRail);
bool isNotZero = m_Velocity != NiPoint3Constant::ZERO;
outBitStream.Write(isNotZero);
if (isNotZero) {
outBitStream.Write(m_Velocity.x);
outBitStream.Write(m_Velocity.y);
outBitStream.Write(m_Velocity.z);
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}
isNotZero = m_AngularVelocity != NiPoint3Constant::ZERO;
outBitStream.Write(isNotZero);
if (isNotZero) {
outBitStream.Write(m_AngularVelocity.x);
outBitStream.Write(m_AngularVelocity.y);
outBitStream.Write(m_AngularVelocity.z);
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}
outBitStream.Write0(); // local_space_info. TODO: Implement this
// This structure only has this bool flag set to false if a ptr to the peVehicle is null, which we don't have
// therefore, this will always be 1, even if all the values in the structure are 0.
outBitStream.Write1(); // has remote_input_info
outBitStream.Write(m_RemoteInputInfo.m_RemoteInputX);
outBitStream.Write(m_RemoteInputInfo.m_RemoteInputY);
outBitStream.Write(m_RemoteInputInfo.m_IsPowersliding);
outBitStream.Write(m_RemoteInputInfo.m_IsModified);
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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}
}
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if (bIsInitialUpdate) {
outBitStream.Write<uint8_t>(m_EndBehavior);
outBitStream.Write1(); // is input locked?
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}
outBitStream.Write0();
}