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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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@@ -1,32 +1,16 @@
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/*
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* Darkflame Universe
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* Copyright 2019
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* Copyright 2023
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*/
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#include "RigidbodyPhantomPhysicsComponent.h"
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#include "Entity.h"
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RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent) : Component(parent) {
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RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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m_IsDirty = true;
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}
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RigidbodyPhantomPhysicsComponent::~RigidbodyPhantomPhysicsComponent() {
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}
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void RigidbodyPhantomPhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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outBitStream->Write(m_IsDirty || bIsInitialUpdate);
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if (m_IsDirty || bIsInitialUpdate) {
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outBitStream->Write(m_Position.x);
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outBitStream->Write(m_Position.y);
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outBitStream->Write(m_Position.z);
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outBitStream->Write(m_Rotation.x);
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outBitStream->Write(m_Rotation.y);
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outBitStream->Write(m_Rotation.z);
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outBitStream->Write(m_Rotation.w);
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m_IsDirty = false;
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}
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PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
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}
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