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https://github.com/DarkflameUniverse/DarkflameServer.git
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Public release of the DLU server code!
Have fun!
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127
dGame/dComponents/SimplePhysicsComponent.h
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127
dGame/dComponents/SimplePhysicsComponent.h
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/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef SIMPLEPHYSICSCOMPONENT_H
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#define SIMPLEPHYSICSCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "Component.h"
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class Entity;
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/**
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* Component that serializes locations of entities to the client
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*/
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class SimplePhysicsComponent : public Component {
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_SIMPLE_PHYSICS;
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SimplePhysicsComponent(uint32_t componentID, Entity* parent);
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~SimplePhysicsComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Returns the position of this entity
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* @return the position of this entity
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*/
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NiPoint3& GetPosition() { return m_Position; }
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/**
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* Sets the position of this entity
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* @param pos the position to set
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*/
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void SetPosition(const NiPoint3& pos) { m_Position = pos; m_IsDirty = true; }
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/**
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* Returns the rotation of this entity
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* @return the rotation of this entity
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*/
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NiQuaternion& GetRotation() { return m_Rotation; }
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/**
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* Sets the rotation of this entity
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* @param rot
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*/
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void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }
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/**
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* Returns the velocity of this entity
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* @return the velocity of this entity
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*/
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const NiPoint3& GetVelocity() { return m_Velocity; }
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/**
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* Sets the velocity of this entity
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* @param value the velocity to set
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*/
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void SetVelocity(const NiPoint3& value) { m_Velocity = value; m_DirtyVelocity = true; }
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/**
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* Returns the angular velocity of this entity
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* @return the angular velocity of this entity
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*/
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const NiPoint3& GetAngularVelocity() { return m_AngularVelocity; }
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/**
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* Sets the angular velocity of this entity
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* @param value the angular velocity to set
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*/
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void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
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/**
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* Returns the physics motion state
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* @return the physics motion state
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*/
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uint32_t GetPhysicsMotionState() const;
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/**
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* Sets the physics motion state
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* @param value the motion state to set
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*/
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void SetPhysicsMotionState(uint32_t value);
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private:
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/**
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* The current position of the entity
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*/
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NiPoint3 m_Position = NiPoint3::ZERO;
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/**
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* The current rotation of the entity
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*/
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NiQuaternion m_Rotation = NiQuaternion::IDENTITY;
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/**
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* The current velocity of the entity
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*/
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NiPoint3 m_Velocity = NiPoint3::ZERO;
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/**
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* The current angular velocity of the entity
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*/
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NiPoint3 m_AngularVelocity = NiPoint3::ZERO;
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/**
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* Whether or not the velocity has changed
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*/
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bool m_DirtyVelocity = true;
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/**
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* Whether or not the position has changed
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*/
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bool m_IsDirty = true;
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/**
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* The current physics motion state
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*/
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uint32_t m_PhysicsMotionState = 0;
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};
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#endif // SIMPLEPHYSICSCOMPONENT_H
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