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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat: working rotations
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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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