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

@@ -10,7 +10,7 @@
#include "RakNetTypes.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "Component.h"
#include "PhysicsComponent.h"
#include "eReplicaComponentType.h"
class Entity;
@@ -26,7 +26,7 @@ enum class eClimbableType : int32_t {
/**
* Component that serializes locations of entities to the client
*/
class SimplePhysicsComponent : public Component {
class SimplePhysicsComponent : public PhysicsComponent {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
@@ -35,30 +35,6 @@ public:
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 of this entity
* @param rot
*/
void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }
/**
* Returns the velocity of this entity
* @return the velocity of this entity
@@ -108,17 +84,6 @@ public:
void SetClimbableType(const eClimbableType& value) { m_ClimbableType = value; }
private:
/**
* The current position of the entity
*/
NiPoint3 m_Position = NiPoint3::ZERO;
/**
* The current rotation of the entity
*/
NiQuaternion m_Rotation = NiQuaternion::IDENTITY;
/**
* The current velocity of the entity
*/
@@ -134,11 +99,6 @@ private:
*/
bool m_DirtyVelocity = true;
/**
* Whether or not the position has changed
*/
bool m_IsDirty = true;
/**
* The current physics motion state
*/