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chore: Physics Component abstraction and addition of tests (#1159)
* Make serialize actually virtual yep * Abstract to PhysicsComponent Move shared functionality of all physics related classes to a base class. Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race. Tested that 2 players were able to see each other in the above scenarios just fine as well. * Update PhantomPhysicsComponent.cpp * Add SimplePhysicsTest * Add construction test * Update SimplePhysicsComponentTests.cpp * remove flags and fix override * Update VendorComponent.h
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@@ -15,15 +15,12 @@
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#include "LevelProgressionComponent.h"
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#include "eStateChangeType.h"
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Component(entity) {
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m_Position = {};
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m_Rotation = NiQuaternion::IDENTITY;
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : PhysicsComponent(entity) {
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m_Velocity = {};
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m_AngularVelocity = {};
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m_InJetpackMode = false;
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m_IsOnGround = true;
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m_IsOnRail = false;
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m_DirtyPosition = true;
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m_DirtyVelocity = true;
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m_DirtyAngularVelocity = true;
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m_dpEntity = nullptr;
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@@ -202,26 +199,14 @@ void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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}
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void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
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if (m_Static) {
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return;
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}
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m_Position.x = pos.x;
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m_Position.y = pos.y;
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m_Position.z = pos.z;
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m_DirtyPosition = true;
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if (m_Static) return;
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PhysicsComponent::SetPosition(pos);
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if (m_dpEntity) m_dpEntity->SetPosition(pos);
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}
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void ControllablePhysicsComponent::SetRotation(const NiQuaternion& rot) {
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if (m_Static) {
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return;
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}
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m_Rotation = rot;
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m_DirtyPosition = true;
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if (m_Static) return;
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PhysicsComponent::SetRotation(rot);
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if (m_dpEntity) m_dpEntity->SetRotation(rot);
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}
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