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

@@ -1,71 +1,29 @@
/*
* Darkflame Universe
* Copyright 2019
* Copyright 2023
*/
#ifndef RIGIDBODYPHANTOMPHYSICS_H
#define RIGIDBODYPHANTOMPHYSICS_H
#ifndef __RIGIDBODYPHANTOMPHYSICS_H__
#define __RIGIDBODYPHANTOMPHYSICS_H__
#include "BitStream.h"
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "Component.h"
#include "PhysicsComponent.h"
#include "eReplicaComponentType.h"
/**
* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
* bananas that fall from trees in GF.
*/
class RigidbodyPhantomPhysicsComponent : public Component {
class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
RigidbodyPhantomPhysicsComponent(Entity* parent);
~RigidbodyPhantomPhysicsComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* Returns the position of this entity
* @return the position of this entity
*/
NiPoint3& GetPosition() { return m_Position; }
/**
* Sets the position of this entity
* @param pos the position to set
*/
void SetPosition(const NiPoint3& pos) { m_Position = pos; m_IsDirty = true; }
/**
* Returns the rotation of this entity
* @return the rotation of this entity
*/
NiQuaternion& GetRotation() { return m_Rotation; }
/**
* Sets the rotation for this entity
* @param rot the rotation to tset
*/
void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }
private:
/**
* The position of this entity
*/
NiPoint3 m_Position;
/**
* The rotation of this entity
*/
NiQuaternion m_Rotation;
/**
* Whether or not the component should be serialized
*/
bool m_IsDirty;
};
#endif // RIGIDBODYPHANTOMPHYSICS_H
#endif // __RIGIDBODYPHANTOMPHYSICS_H__