mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-17 02:02:50 +00:00
feat: working rotations
This commit is contained in:
@@ -1,8 +1,13 @@
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#include "ModelComponent.h"
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#include <cmath>
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#include "Entity.h"
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#include "Game.h"
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#include "Logger.h"
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#include "dConfig.h"
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#include "dMath.h"
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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@@ -19,7 +24,6 @@
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ModelComponent::ModelComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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m_OriginalPosition = m_Parent->GetDefaultPosition();
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m_OriginalRotation = m_Parent->GetDefaultRotation();
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LOG("%f %f %f %f", m_OriginalRotation.x, m_OriginalRotation.y, m_OriginalRotation.z, m_OriginalRotation.w);
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m_IsPaused = false;
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m_NumListeningInteract = 0;
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@@ -43,10 +47,7 @@ bool ModelComponent::OnResetModelToDefaults(GameMessages::ResetModelToDefaults&
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if (reset.bResetPos) m_Parent->SetPosition(m_OriginalPosition);
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if (reset.bResetRot) m_Parent->SetRotation(m_OriginalRotation);
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m_Parent->SetVelocity(NiPoint3Constant::ZERO);
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GameMessages::SetAngularVelocity setAngVel;
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setAngVel.target = m_Parent->GetObjectID();
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setAngVel.angVelocity = NiPoint3Constant::ZERO;
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setAngVel.Send();
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ResetRotationState(m_Parent->GetRotation());
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m_Speed = 3.0f;
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m_NumListeningInteract = 0;
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@@ -317,36 +318,60 @@ void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
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m_Parent->SetVelocity(velocity);
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}
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bool ModelComponent::TrySetAngularVelocity(const NiPoint3& angularVelocity) const {
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GameMessages::GetAngularVelocity getAngVel{};
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getAngVel.target = m_Parent->GetObjectID();
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if (!getAngVel.Send()) {
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LOG("Couldn't get angular velocity for %llu", m_Parent->GetObjectID());
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return false;
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bool ModelComponent::TryStartRotation(const int axis, const float direction) {
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if (axis < 0 || axis > 2 || direction == 0.0f) return false;
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if (m_RotationDirection[axis] != 0.0f) return false;
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// Rebase only when nothing is rotating so simultaneous rotations stay relative to the same base
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if (m_RotationDirection == NiPoint3Constant::ZERO) {
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ResetRotationState(m_Parent->GetRotation());
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m_SendAngularVelocity = Game::config->GetValue("model_rotation_send_angular_velocity") != "0";
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}
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m_RotationDegrees[axis] = std::fmod(m_RotationDegrees[axis], 360.0f);
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m_RotationActionStart[axis] = m_RotationDegrees[axis];
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m_RotationDirection[axis] = direction > 0.0f ? 1.0f : -1.0f;
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SyncAngularVelocity();
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return true;
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}
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void ModelComponent::SetRotationProgress(const int axis, const float degrees) {
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if (axis < 0 || axis > 2) return;
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m_RotationDegrees[axis] = m_RotationActionStart[axis] + degrees;
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// Whole turns wrap to exactly 0 so e.g. 720 degrees yields exactly the base rotation
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const NiPoint3 radians(
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Math::DegToRad(std::fmod(m_RotationDegrees.x, 360.0f)),
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Math::DegToRad(std::fmod(m_RotationDegrees.y, 360.0f)),
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Math::DegToRad(std::fmod(m_RotationDegrees.z, 360.0f))
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);
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m_Parent->SetRotation(QuatUtils::FromEuler(radians) * m_RotationBase);
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}
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void ModelComponent::StopRotation(const int axis) {
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if (axis < 0 || axis > 2) return;
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m_RotationDirection[axis] = 0.0f;
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SyncAngularVelocity();
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}
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void ModelComponent::SetSpeed(const float newSpeed) {
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m_Speed = newSpeed;
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if (m_RotationDirection != NiPoint3Constant::ZERO) SyncAngularVelocity();
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}
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void ModelComponent::SyncAngularVelocity() const {
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GameMessages::SetAngularVelocity setAngVel{};
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setAngVel.target = m_Parent->GetObjectID();
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if (angularVelocity != NiPoint3Constant::ZERO) {
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setAngVel.angVelocity = getAngVel.angVelocity;
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const auto [x, y, z] = angularVelocity * m_Speed;
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if (x != 0.0f) {
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if (getAngVel.angVelocity.x != 0.0f) return false;
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setAngVel.angVelocity.x = x;
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} else if (y != 0.0f) {
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if (getAngVel.angVelocity.y != 0.0f) return false;
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setAngVel.angVelocity.y = y;
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} else if (z != 0.0f) {
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if (getAngVel.angVelocity.z != 0.0f) return false;
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setAngVel.angVelocity.z = z;
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}
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} else {
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setAngVel.angVelocity = angularVelocity;
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}
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LOG("Setting angular velocity to %f %f %f", setAngVel.angVelocity.x, setAngVel.angVelocity.y, setAngVel.angVelocity.z);
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setAngVel.angVelocity = m_SendAngularVelocity ? m_RotationDirection * Math::DegToRad(GetAngularSpeed()) : NiPoint3Constant::ZERO;
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setAngVel.Send();
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}
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return true;
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void ModelComponent::ResetRotationState(const NiQuaternion& newBase) {
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m_RotationBase = newBase;
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m_RotationDegrees = NiPoint3Constant::ZERO;
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m_RotationActionStart = NiPoint3Constant::ZERO;
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m_RotationDirection = NiPoint3Constant::ZERO;
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SyncAngularVelocity();
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}
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void ModelComponent::OnChatMessageReceived(const std::string& sMessage) {
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@@ -147,17 +147,25 @@ public:
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// Force sets the velocity to a value.
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void SetVelocity(const NiPoint3& velocity) const;
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// Attempts to set the angular velocity of the model.
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// If the axis currently has a velocity of zero, returns true.
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// If the axis is currently controlled by a behavior, returns false.
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bool TrySetAngularVelocity(const NiPoint3& angularVelocity) const;
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// Attempts to claim a world axis (0 = x, 1 = y, 2 = z) for rotation in direction (+1 or -1).
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// Returns false if the axis is already controlled by a behavior.
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bool TryStartRotation(const int axis, const float direction);
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// Sets how many signed degrees the active rotation on axis has progressed and updates the entity.
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void SetRotationProgress(const int axis, const float degrees);
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// Releases the axis so another behavior can rotate it.
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void StopRotation(const int axis);
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// Degrees per second for rotation actions at the current speed.
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float GetAngularSpeed() const noexcept { return BASE_ANGULAR_SPEED * m_Speed; }
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void OnChatMessageReceived(const std::string& sMessage);
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void OnHit();
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// Sets the speed of the model
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void SetSpeed(const float newSpeed) { m_Speed = newSpeed; }
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void SetSpeed(const float newSpeed);
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// Whether or not to restart at the end of the frame
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void RestartAtEndOfFrame() { m_RestartAtEndOfFrame = true; }
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@@ -172,6 +180,14 @@ public:
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float GetSpeed() const noexcept { return m_Speed; }
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private:
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// Degrees per second per unit of m_Speed
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static constexpr float BASE_ANGULAR_SPEED = 15.0f;
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// Sends the client-side angular velocity for the currently active rotation axes.
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void SyncAngularVelocity() const;
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// Clears all rotation state and makes rotation relative to newBase.
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void ResetRotationState(const NiQuaternion& newBase);
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// Loads a behavior from the database.
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void LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed);
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@@ -220,4 +236,19 @@ private:
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// Whether or not to restart at the end of the frame.
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bool m_RestartAtEndOfFrame{ false };
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// The rotation that m_RotationDegrees is applied on top of
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NiQuaternion m_RotationBase = QuatUtils::IDENTITY;
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// Accumulated signed degrees per world axis since m_RotationBase was set
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NiPoint3 m_RotationDegrees{};
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// m_RotationDegrees at the moment the current rotation on each axis started
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NiPoint3 m_RotationActionStart{};
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// Per axis -1, 0 or 1. Non-zero means a behavior currently owns rotation on that axis.
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NiPoint3 m_RotationDirection{};
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// Whether the client is sent an angular velocity to extrapolate rotation between updates
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bool m_SendAngularVelocity{ true };
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};
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@@ -40,20 +40,11 @@ SimplePhysicsComponent::~SimplePhysicsComponent() {
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}
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void SimplePhysicsComponent::Update(const float deltaTime) {
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if (m_Velocity != NiPoint3Constant::ZERO) {
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m_Position += m_Velocity * deltaTime;
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m_DirtyPosition = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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if (m_AngularVelocity != NiPoint3Constant::ZERO) {
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m_Rotation.Normalize();
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const auto vel = NiQuaternion::FromEulerAngles(m_AngularVelocity * deltaTime);
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m_Rotation *= vel;
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const auto euler = m_Rotation.GetEulerAngles();
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m_DirtyPosition = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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// Rotation is driven by ModelComponent; angular velocity is only relayed to clients.
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if (m_Velocity == NiPoint3Constant::ZERO) return;
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m_Position += m_Velocity * deltaTime;
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m_DirtyPosition = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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@@ -102,17 +93,15 @@ bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReport
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return true;
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}
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bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::GameMsg& msg) {
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auto& setAngVel = static_cast<GameMessages::SetAngularVelocity&>(msg);
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bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel) {
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m_DirtyVelocity |= setAngVel.bForceFlagDirty || (m_AngularVelocity != setAngVel.angVelocity);
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m_AngularVelocity = setAngVel.angVelocity;
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LOG("Velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
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LOG_DEBUG("Angular velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
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Game::entityManager->SerializeEntity(m_Parent);
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return true;
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}
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bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GameMsg& msg) {
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auto& getAngVel = static_cast<GameMessages::GetAngularVelocity&>(msg);
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bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel) {
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getAngVel.angVelocity = m_AngularVelocity;
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return true;
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}
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@@ -22,6 +22,11 @@ enum class eClimbableType : int32_t {
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CLIMBABLE_TYPE_WALL_STICK
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};
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namespace GameMessages {
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struct SetAngularVelocity;
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struct GetAngularVelocity;
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}
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/**
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* Component that serializes locations of entities to the client
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@@ -61,8 +66,8 @@ public:
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*/
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void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
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bool OnSetAngularVelocity(GameMessages::GameMsg& msg);
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bool OnGetAngularVelocity(GameMessages::GameMsg& msg);
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bool OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel);
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bool OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel);
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/**
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* Returns the physics motion state
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