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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +00:00
refactor: allow usage of NiPoint3 and NiQuaternion in constexpr context (#1414)
* allow usage of NiPoint3 and NiQuaternion in constexpr context * removed .cpp files entirely * moving circular dependency circumvention stuff to an .inl file * real world usage!!!!! * reverting weird branch cross-pollination * removing more weird branch cross-pollination * remove comment * added inverse header guard to inl file * Update NiPoint3.inl * trying different constructor syntax * reorganize into .inl files for readability * uncomment include * moved non-constexpr definitions to cpp file * moved static definitions back to inl files * testing fix * moved constants into seperate namespace * Undo change in build-and-test.yml * nodiscard
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@@ -1857,7 +1857,7 @@ const NiPoint3& Entity::GetPosition() const {
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return vehicel->GetPosition();
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}
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return NiPoint3::ZERO;
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return NiPoint3Constant::ZERO;
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}
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const NiQuaternion& Entity::GetRotation() const {
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@@ -1885,7 +1885,7 @@ const NiQuaternion& Entity::GetRotation() const {
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return vehicel->GetRotation();
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}
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return NiQuaternion::IDENTITY;
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return NiQuaternionConstant::IDENTITY;
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}
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void Entity::SetPosition(const NiPoint3& position) {
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@@ -2086,9 +2086,9 @@ void Entity::ProcessPositionUpdate(PositionUpdate& update) {
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havokVehiclePhysicsComponent->SetIsOnGround(update.onGround);
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havokVehiclePhysicsComponent->SetIsOnRail(update.onRail);
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havokVehiclePhysicsComponent->SetVelocity(update.velocity);
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havokVehiclePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3::ZERO);
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havokVehiclePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3Constant::ZERO);
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havokVehiclePhysicsComponent->SetAngularVelocity(update.angularVelocity);
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havokVehiclePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
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havokVehiclePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3Constant::ZERO);
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havokVehiclePhysicsComponent->SetRemoteInputInfo(update.remoteInputInfo);
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} else {
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// Need to get the mount's controllable physics
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@@ -2099,17 +2099,17 @@ void Entity::ProcessPositionUpdate(PositionUpdate& update) {
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possessedControllablePhysicsComponent->SetIsOnGround(update.onGround);
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possessedControllablePhysicsComponent->SetIsOnRail(update.onRail);
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possessedControllablePhysicsComponent->SetVelocity(update.velocity);
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possessedControllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3::ZERO);
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possessedControllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3Constant::ZERO);
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possessedControllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
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possessedControllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
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possessedControllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3Constant::ZERO);
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}
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Game::entityManager->SerializeEntity(possassableEntity);
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}
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}
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if (!updateChar) {
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update.velocity = NiPoint3::ZERO;
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update.angularVelocity = NiPoint3::ZERO;
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update.velocity = NiPoint3Constant::ZERO;
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update.angularVelocity = NiPoint3Constant::ZERO;
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}
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// Handle statistics
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@@ -2123,9 +2123,9 @@ void Entity::ProcessPositionUpdate(PositionUpdate& update) {
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controllablePhysicsComponent->SetIsOnGround(update.onGround);
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controllablePhysicsComponent->SetIsOnRail(update.onRail);
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controllablePhysicsComponent->SetVelocity(update.velocity);
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controllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3::ZERO);
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controllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3Constant::ZERO);
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controllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
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controllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
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controllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3Constant::ZERO);
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auto* ghostComponent = GetComponent<GhostComponent>();
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if (ghostComponent) ghostComponent->SetGhostReferencePoint(update.position);
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