/* * Darkflame Universe * Copyright 2018 */ #include "SimplePhysicsComponent.h" #include "BitStream.h" #include "Game.h" #include "Logger.h" #include "dpWorld.h" #include "CDClientManager.h" #include "CDPhysicsComponentTable.h" #include "Entity.h" #include "StringifiedEnum.h" #include "Amf3.h" SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, int32_t componentID) : PhysicsComponent(parent, componentID) { RegisterMsg(MessageType::Game::GET_OBJECT_REPORT_INFO, this, &SimplePhysicsComponent::OnGetObjectReportInfo); m_Position = m_Parent->GetDefaultPosition(); m_Rotation = m_Parent->GetDefaultRotation(); const auto& climbable_type = m_Parent->GetVar(u"climbable"); if (climbable_type == u"wall") { SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL); } else if (climbable_type == u"ladder") { SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER); } else if (climbable_type == u"wallstick") { SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL_STICK); } else { SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT); } m_PhysicsMotionState = m_Parent->GetVarAs(u"motionType"); } SimplePhysicsComponent::~SimplePhysicsComponent() { } void SimplePhysicsComponent::Update(const float deltaTime) { if (m_Velocity == NiPoint3Constant::ZERO) return; m_Position += m_Velocity * deltaTime; m_DirtyPosition = true; Game::entityManager->SerializeEntity(m_Parent); } void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) { if (bIsInitialUpdate) { outBitStream.Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT); outBitStream.Write(m_ClimbableType); } outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate); if (m_DirtyVelocity || bIsInitialUpdate) { outBitStream.Write(m_Velocity); outBitStream.Write(m_AngularVelocity); m_DirtyVelocity = false; } // Physics motion state outBitStream.Write(m_DirtyPhysicsMotionState || bIsInitialUpdate); if (m_DirtyPhysicsMotionState || bIsInitialUpdate) { outBitStream.Write(m_PhysicsMotionState); m_DirtyPhysicsMotionState = false; } PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate); } uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const { return m_PhysicsMotionState; } void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) { m_DirtyPhysicsMotionState = m_PhysicsMotionState != value; m_PhysicsMotionState = value; } bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) { PhysicsComponent::OnGetObjectReportInfo(msg); auto& reportInfo = static_cast(msg); auto& info = reportInfo.subCategory->PushDebug("Simple Physics Info"); auto& velocity = info.PushDebug("Velocity"); velocity.PushDebug("x") = m_Velocity.x; velocity.PushDebug("y") = m_Velocity.y; velocity.PushDebug("z") = m_Velocity.z; auto& angularVelocity = info.PushDebug("Angular Velocity"); angularVelocity.PushDebug("x") = m_AngularVelocity.x; angularVelocity.PushDebug("y") = m_AngularVelocity.y; angularVelocity.PushDebug("z") = m_AngularVelocity.z; info.PushDebug("Physics Motion State") = m_PhysicsMotionState; info.PushDebug("Climbable Type") = StringifiedEnum::ToString(m_ClimbableType).data(); return true; }