feat: Dragonmaw (#1562)

* rigid as heck

* abstract physics creation to separate function

* loading

Update FvRacePillarDServer.cpp

consolidate abcd pillar logic

modularization

Update SimplePhysicsComponent.cpp

Update EntityManager.cpp

Update MovingPlatformComponent.cpp

still need another pass

* geiser works

* columns working finally

* consolidate logic

* constiness

* Update PhantomPhysicsComponent.cpp

* Update PhysicsComponent.cpp

* revert testing code

* add versions info

---------

Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
This commit is contained in:
David Markowitz
2024-05-10 07:22:26 -07:00
committed by GitHub
parent 07cb19cc30
commit 2ca61c3e57
29 changed files with 611 additions and 214 deletions

View File

@@ -1,10 +1,8 @@
/*
* Darkflame Universe
* Copyright 2023
*/
// Darkflame Universe
// Copyright 2024
#ifndef __RIGIDBODYPHANTOMPHYSICS_H__
#define __RIGIDBODYPHANTOMPHYSICS_H__
#ifndef RIGIDBODYPHANTOMPHYSICS_H
#define RIGIDBODYPHANTOMPHYSICS_H
#include "BitStream.h"
#include "dCommonVars.h"
@@ -13,6 +11,8 @@
#include "PhysicsComponent.h"
#include "eReplicaComponentType.h"
class dpEntity;
/**
* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
* bananas that fall from trees in GF.
@@ -23,7 +23,15 @@ public:
RigidbodyPhantomPhysicsComponent(Entity* parent);
void Update(const float deltaTime) override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
void SpawnVertices() const;
private:
float m_Scale{};
dpEntity* m_dpEntity{};
};
#endif // __RIGIDBODYPHANTOMPHYSICS_H__
#endif // RIGIDBODYPHANTOMPHYSICS_H