DarkflameServer/dGame/dComponents/SimplePhysicsComponent.cpp

66 lines
1.8 KiB
C++
Raw Normal View History

/*
* Darkflame Universe
* Copyright 2018
*/
#include "SimplePhysicsComponent.h"
#include "BitStream.h"
#include "Game.h"
#include "dLogger.h"
#include "dpWorld.h"
#include "CDClientManager.h"
#include "CDPhysicsComponentTable.h"
#include "Entity.h"
SimplePhysicsComponent::SimplePhysicsComponent(uint32_t componentID, Entity* parent) : PhysicsComponent(parent) {
2022-07-28 13:39:57 +00:00
m_Position = m_Parent->GetDefaultPosition();
m_Rotation = m_Parent->GetDefaultRotation();
2022-05-18 02:27:08 +00:00
2022-07-28 13:39:57 +00:00
const auto& climbable_type = m_Parent->GetVar<std::u16string>(u"climbable");
if (climbable_type == u"wall") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL);
} else if (climbable_type == u"ladder") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER);
} else if (climbable_type == u"wallstick") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL_STICK);
} else {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
}
}
SimplePhysicsComponent::~SimplePhysicsComponent() {
}
void SimplePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
2022-07-28 13:39:57 +00:00
if (bIsInitialUpdate) {
outBitStream->Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT);
outBitStream->Write(m_ClimbableType);
}
2022-05-18 02:27:08 +00:00
2022-07-28 13:39:57 +00:00
outBitStream->Write(m_DirtyVelocity || bIsInitialUpdate);
if (m_DirtyVelocity || bIsInitialUpdate) {
outBitStream->Write(m_Velocity);
outBitStream->Write(m_AngularVelocity);
2022-07-28 13:39:57 +00:00
m_DirtyVelocity = false;
}
2022-07-28 13:39:57 +00:00
// Physics motion state
if (m_PhysicsMotionState != 0) {
outBitStream->Write1();
outBitStream->Write<uint32_t>(m_PhysicsMotionState);
} else {
outBitStream->Write0();
}
PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
}
2022-07-28 13:39:57 +00:00
uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const {
return m_PhysicsMotionState;
}
2022-07-28 13:39:57 +00:00
void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
m_PhysicsMotionState = value;
}