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
This commit is contained in:
David Markowitz
2023-10-09 13:19:38 -07:00
committed by GitHub
parent d8ac148cee
commit ad003634f4
15 changed files with 242 additions and 279 deletions

View File

@@ -27,14 +27,13 @@
#include "dpShapeBox.h"
#include "dpShapeSphere.h"
PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : Component(parent) {
PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
m_Position = m_Parent->GetDefaultPosition();
m_Rotation = m_Parent->GetDefaultRotation();
m_Scale = m_Parent->GetDefaultScale();
m_dpEntity = nullptr;
m_EffectInfoDirty = false;
m_PositionInfoDirty = false;
m_IsPhysicsEffectActive = false;
m_EffectType = ePhysicsEffectType::PUSH;
@@ -307,18 +306,7 @@ void PhantomPhysicsComponent::CreatePhysics() {
}
void PhantomPhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
outBitStream->Write(m_PositionInfoDirty || bIsInitialUpdate);
if (m_PositionInfoDirty || bIsInitialUpdate) {
outBitStream->Write(m_Position.x);
outBitStream->Write(m_Position.y);
outBitStream->Write(m_Position.z);
outBitStream->Write(m_Rotation.x);
outBitStream->Write(m_Rotation.y);
outBitStream->Write(m_Rotation.z);
outBitStream->Write(m_Rotation.w);
m_PositionInfoDirty = false;
}
PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
outBitStream->Write(m_EffectInfoDirty || bIsInitialUpdate);
if (m_EffectInfoDirty || bIsInitialUpdate) {
@@ -426,13 +414,11 @@ void PhantomPhysicsComponent::SetMax(uint32_t max) {
}
void PhantomPhysicsComponent::SetPosition(const NiPoint3& pos) {
m_Position = pos;
PhysicsComponent::SetPosition(pos);
if (m_dpEntity) m_dpEntity->SetPosition(pos);
}
void PhantomPhysicsComponent::SetRotation(const NiQuaternion& rot) {
m_Rotation = rot;
PhysicsComponent::SetRotation(rot);
if (m_dpEntity) m_dpEntity->SetRotation(rot);
}