Refactor MovingPlatformComponent to support subcomponents for movement and rotation

- Introduced PlatformSubComponent as a base class for platform movement logic.
- Added MoverSubComponent for standard path-following behavior.
- Implemented SimpleMoverSubComponent for auto-generating two-waypoint paths.
- Created RotatorSubComponent to handle angular velocity and rotation along paths.
- Updated MovingPlatformComponent to manage multiple subcomponents and their states.
- Modified serialization and update logic to accommodate new subcomponent architecture.
- Adjusted GameMessages to include additional parameters for platform state synchronization.
- Enhanced SimplePhysicsComponent to prevent double movement when on a moving platform.
- Added new CMakeLists.txt for organizing MovingPlatformComponent files.
This commit is contained in:
Aaron Kimbrell
2026-04-08 16:32:10 -05:00
parent 247576e101
commit 5e40aaf420
17 changed files with 1097 additions and 430 deletions

View File

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#ifndef ROTATORSUBCOMPONENT_H
#define ROTATORSUBCOMPONENT_H
#include "PlatformSubComponent.h"
/**
* Rotator - follows a path like Mover but also applies angular velocity.
* Corresponds to client LWOPlatformRotator (type 6).
*/
class RotatorSubComponent final : public PlatformSubComponent {
public:
RotatorSubComponent(Entity* parentEntity, const Path* path);
void UpdatePositionAlongPath(float deltaTime) override;
private:
NiPoint3 m_RotationAxis{};
float m_Rate = 0.0f;
NiPoint3 m_AngularVelocity{};
bool m_AllowRotSnap = true;
float m_MaxLerpAngle = 0.785398f; // ~45 degrees
};
#endif // ROTATORSUBCOMPONENT_H