DarkflameServer/dGame/dComponents/VehiclePhysicsComponent.h

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#pragma once
#include "BitStream.h"
#include "Entity.h"
#include "PhysicsComponent.h"
#include "eReplicaComponentType.h"
struct RemoteInputInfo {
void operator=(const RemoteInputInfo& other) {
m_RemoteInputX = other.m_RemoteInputX;
m_RemoteInputY = other.m_RemoteInputY;
m_IsPowersliding = other.m_IsPowersliding;
m_IsModified = other.m_IsModified;
}
bool operator==(const RemoteInputInfo& other) {
return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
}
float m_RemoteInputX;
float m_RemoteInputY;
bool m_IsPowersliding;
bool m_IsModified;
};
/**
* Physics component for vehicles.
*/
class VehiclePhysicsComponent : public PhysicsComponent {
public:
feat: Add isolated and simplified path to add components (#1204) * Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::VEHICLE_PHYSICS;
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VehiclePhysicsComponent(Entity* parentEntity);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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void Update(float deltaTime) override;
/**
* Sets the velocity
* @param vel the new velocity
*/
void SetVelocity(const NiPoint3& vel);
/**
* Gets the velocity
* @return the velocity
*/
const NiPoint3& GetVelocity() const { return m_Velocity; }
/**
* Sets the angular velocity
* @param vel the new angular velocity
*/
void SetAngularVelocity(const NiPoint3& vel);
/**
* Gets the angular velocity
* @return the angular velocity
*/
const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
/**
* Sets whether the vehicle is on the ground
* @param val whether the vehicle is on the ground
*/
void SetIsOnGround(bool val);
/**
* Gets whether the vehicle is on the ground
* @return whether the vehicle is on the ground
*/
const bool GetIsOnGround() const { return m_IsOnGround; }
/**
* Gets whether the vehicle is on rail
* @return whether the vehicle is on rail
*/
void SetIsOnRail(bool val);
/**
* Gets whether the vehicle is on rail
* @return whether the vehicle is on rail
*/
const bool GetIsOnRail() const { return m_IsOnRail; }
void SetDirtyPosition(bool val);
void SetDirtyVelocity(bool val);
void SetDirtyAngularVelocity(bool val);
void SetRemoteInputInfo(const RemoteInputInfo&);
private:
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bool m_DirtyVelocity;
NiPoint3 m_Velocity;
bool m_DirtyAngularVelocity;
NiPoint3 m_AngularVelocity;
bool m_IsOnGround;
bool m_IsOnRail;
float m_SoftUpdate = 0;
uint32_t m_EndBehavior;
RemoteInputInfo m_RemoteInputInfo;
bool m_DirtyRemoteInput;
};