add rotation behavior logic (not working correctly for multiple axes)

This commit is contained in:
David Markowitz
2025-08-31 00:13:56 -07:00
parent 3890c0a86c
commit 4d043398ab
11 changed files with 344 additions and 35 deletions

View File

@@ -16,7 +16,10 @@
#include "Amf3.h"
SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, int32_t componentID) : PhysicsComponent(parent, componentID) {
RegisterMsg(MessageType::Game::GET_OBJECT_REPORT_INFO, this, &SimplePhysicsComponent::OnGetObjectReportInfo);
using namespace GameMessages;
RegisterMsg<GetObjectReportInfo>(this, &SimplePhysicsComponent::OnGetObjectReportInfo);
RegisterMsg<GameMessages::GetAngularVelocity>(this, &SimplePhysicsComponent::OnGetAngularVelocity);
RegisterMsg<GameMessages::SetAngularVelocity>(this, &SimplePhysicsComponent::OnSetAngularVelocity);
m_Position = m_Parent->GetDefaultPosition();
m_Rotation = m_Parent->GetDefaultRotation();
@@ -38,10 +41,20 @@ SimplePhysicsComponent::~SimplePhysicsComponent() {
}
void SimplePhysicsComponent::Update(const float deltaTime) {
if (m_Velocity == NiPoint3Constant::ZERO) return;
m_Position += m_Velocity * deltaTime;
m_DirtyPosition = true;
Game::entityManager->SerializeEntity(m_Parent);
if (m_Velocity != NiPoint3Constant::ZERO) {
m_Position += m_Velocity * deltaTime;
m_DirtyPosition = true;
Game::entityManager->SerializeEntity(m_Parent);
}
if (m_AngularVelocity != NiPoint3Constant::ZERO) {
m_Rotation.Normalize();
const auto vel = NiQuaternion::FromEulerAngles(m_AngularVelocity * deltaTime);
m_Rotation *= vel;
const auto euler = m_Rotation.GetEulerAngles();
m_DirtyPosition = true;
Game::entityManager->SerializeEntity(m_Parent);
}
}
void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
@@ -52,8 +65,12 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
if (m_DirtyVelocity || bIsInitialUpdate) {
outBitStream.Write(m_Velocity);
outBitStream.Write(m_AngularVelocity);
outBitStream.Write(m_Velocity.x);
outBitStream.Write(m_Velocity.y);
outBitStream.Write(m_Velocity.z);
outBitStream.Write(m_AngularVelocity.x);
outBitStream.Write(m_AngularVelocity.y);
outBitStream.Write(m_AngularVelocity.z);
m_DirtyVelocity = false;
}
@@ -92,3 +109,18 @@ bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
info.PushDebug<AMFStringValue>("Climbable Type") = StringifiedEnum::ToString(m_ClimbableType).data();
return true;
}
bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::GameMsg& msg) {
auto& setAngVel = static_cast<GameMessages::SetAngularVelocity&>(msg);
m_DirtyVelocity |= setAngVel.bForceFlagDirty || (m_AngularVelocity != setAngVel.angVelocity);
m_AngularVelocity = setAngVel.angVelocity;
LOG("Velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
Game::entityManager->SerializeEntity(m_Parent);
return true;
}
bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GameMsg& msg) {
auto& getAngVel = static_cast<GameMessages::GetAngularVelocity&>(msg);
getAngVel.angVelocity = m_AngularVelocity;
return true;
}