DarkflameServer/dGame/dComponents/VehiclePhysicsComponent.h

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#pragma once
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
/**
* Physics component for vehicles.
*/
class VehiclePhysicsComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_VEHICLE_PHYSICS;
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VehiclePhysicsComponent(Entity* parentEntity);
~VehiclePhysicsComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
void Update(float deltaTime) override;
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/**
* Sets the position
* @param pos the new position
*/
void SetPosition(const NiPoint3& pos);
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/**
* Gets the position
* @return the position
*/
const NiPoint3& GetPosition() const { return m_Position; }
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/**
* Sets the rotation
* @param rot the new rotation
*/
void SetRotation(const NiQuaternion& rot);
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/**
* Gets the rotation
* @return the rotation
*/
const NiQuaternion& GetRotation() const { return m_Rotation; }
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/**
* Sets the velocity
* @param vel the new velocity
*/
void SetVelocity(const NiPoint3& vel);
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/**
* Gets the velocity
* @return the velocity
*/
const NiPoint3& GetVelocity() const { return m_Velocity; }
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/**
* Sets the angular velocity
* @param vel the new angular velocity
*/
void SetAngularVelocity(const NiPoint3& vel);
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/**
* Gets the angular velocity
* @return the angular velocity
*/
const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
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/**
* Sets whether the vehicle is on the ground
* @param val whether the vehicle is on the ground
*/
void SetIsOnGround(bool val);
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/**
* Gets whether the vehicle is on the ground
* @return whether the vehicle is on the ground
*/
const bool GetIsOnGround() const { return m_IsOnGround; }
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/**
* Gets whether the vehicle is on rail
* @return whether the vehicle is on rail
*/
void SetIsOnRail(bool val);
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/**
* Gets whether the vehicle is on rail
* @return whether the vehicle is on rail
*/
const bool GetIsOnRail() const { return m_IsOnRail; }
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void SetDirtyPosition(bool val);
void SetDirtyVelocity(bool val);
void SetDirtyAngularVelocity(bool val);
private:
bool m_DirtyPosition;
NiPoint3 m_Position;
NiQuaternion m_Rotation;
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bool m_DirtyVelocity;
NiPoint3 m_Velocity;
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bool m_DirtyAngularVelocity;
NiPoint3 m_AngularVelocity;
bool m_IsOnGround;
bool m_IsOnRail;
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float m_SoftUpdate = 0;
};