DarkflameServer/dGame/dComponents/VehiclePhysicsComponent.cpp

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#include "VehiclePhysicsComponent.h"
#include "EntityManager.h"
VehiclePhysicsComponent::VehiclePhysicsComponent(Entity* parent) : Component(parent)
{
m_Position = NiPoint3::ZERO;
m_Rotation = NiQuaternion::IDENTITY;
m_Velocity = NiPoint3::ZERO;
m_AngularVelocity = NiPoint3::ZERO;
m_IsOnGround = true;
m_IsOnRail = false;
m_DirtyPosition = true;
m_DirtyVelocity = true;
m_DirtyAngularVelocity = true;
}
VehiclePhysicsComponent::~VehiclePhysicsComponent()
{
}
void VehiclePhysicsComponent::SetPosition(const NiPoint3& pos)
{
m_Position = pos;
}
void VehiclePhysicsComponent::SetRotation(const NiQuaternion& rot)
{
m_DirtyPosition = true;
m_Rotation = rot;
}
void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel)
{
m_DirtyPosition = true;
m_Velocity = vel;
}
void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel)
{
m_DirtyPosition = true;
m_AngularVelocity = vel;
}
void VehiclePhysicsComponent::SetIsOnGround(bool val)
{
m_DirtyPosition = true;
m_IsOnGround = val;
}
void VehiclePhysicsComponent::SetIsOnRail(bool val)
{
m_DirtyPosition = true;
m_IsOnRail = val;
}
void VehiclePhysicsComponent::SetDirtyPosition(bool val)
{
m_DirtyPosition = val;
}
void VehiclePhysicsComponent::SetDirtyVelocity(bool val)
{
m_DirtyVelocity = val;
}
void VehiclePhysicsComponent::SetDirtyAngularVelocity(bool val)
{
m_DirtyAngularVelocity = val;
}
void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags)
{
outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
if (bIsInitialUpdate || m_DirtyPosition)
{
outBitStream->Write(m_Position);
outBitStream->Write(m_Rotation);
outBitStream->Write(m_IsOnGround);
outBitStream->Write(m_IsOnRail);
outBitStream->Write(bIsInitialUpdate || m_DirtyVelocity);
if (bIsInitialUpdate || m_DirtyVelocity)
{
outBitStream->Write(m_Velocity);
}
outBitStream->Write(bIsInitialUpdate || m_DirtyAngularVelocity);
if (bIsInitialUpdate || m_DirtyAngularVelocity)
{
outBitStream->Write(m_AngularVelocity);
}
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write(0.0f);
if (!bIsInitialUpdate)
{
outBitStream->Write0();
}
}
if (bIsInitialUpdate)
{
outBitStream->Write<uint8_t>(5);
outBitStream->Write1();
}
outBitStream->Write0();
}
void VehiclePhysicsComponent::Update(float deltaTime)
{
if (m_SoftUpdate > 5)
{
EntityManager::Instance()->SerializeEntity(m_Parent);
m_SoftUpdate = 0;
}
else
{
m_SoftUpdate += deltaTime;
}
}