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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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@@ -11,8 +11,8 @@
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#include <vector>
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#include "CppScripts.h"
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#include "InvalidScript.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include "PhysicsComponent.h"
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class LDFBaseData;
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class Entity;
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@@ -25,7 +25,7 @@ enum class ePhysicsEffectType : uint32_t ;
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* trigger gameplay events, for example the bus in Avant Gardens that moves around when the player touches its physics
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* body. Optionally this object can also have effects, like the fans in AG.
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*/
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class PhantomPhysicsComponent : public Component {
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class PhantomPhysicsComponent : public PhysicsComponent {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
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@@ -75,29 +75,17 @@ public:
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*/
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void SetPhysicsEffectActive(bool val) { m_IsPhysicsEffectActive = val; m_EffectInfoDirty = true; }
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/**
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* Returns the position of this physics object
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* @return the position of this physics object
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*/
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const NiPoint3& GetPosition() const { return m_Position; }
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/**
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* Sets the position of this physics object
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* @param pos the position to set
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*/
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void SetPosition(const NiPoint3& pos);
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/**
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* Returns the rotation of this physics object
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* @return the rotation of this physics object
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*/
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const NiQuaternion& GetRotation() const { return m_Rotation; }
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void SetPosition(const NiPoint3& pos) override;
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/**
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* Sets the rotation of this physics object
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* @param rot the rotation to set
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*/
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void SetRotation(const NiQuaternion& rot);
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void SetRotation(const NiQuaternion& rot) override;
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/**
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* Returns the effect that's currently active, defaults to 0
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@@ -134,27 +122,11 @@ public:
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void SetMax(uint32_t max);
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private:
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/**
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* The position of the physics object
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*/
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NiPoint3 m_Position;
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/**
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* The rotation of the physics object
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*/
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NiQuaternion m_Rotation;
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/**
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* A scale to apply to the size of the physics object
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*/
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float m_Scale;
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/**
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* Whether or not the position has changed and needs to be serialized
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*/
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bool m_PositionInfoDirty;
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/**
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* Whether or not the effect has changed and needs to be serialized
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*/
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