/* * Darkflame Universe * Copyright 2018 */ #pragma once #include "NiPoint3.h" #include "NiQuaternion.h" #include "BitStream.h" #include #include "CppScripts.h" #include "InvalidScript.h" #include "eReplicaComponentType.h" #include "PhysicsComponent.h" class LDFBaseData; class Entity; class dpEntity; enum class ePhysicsEffectType : uint32_t ; enum class eReplicaComponentType : uint32_t; /** * Allows the creation of phantom physics for an entity: a physics object that is generally invisible but can be * collided with using various shapes to detect collision on certain points in the map. Generally these are used to * trigger gameplay events, for example the bus in Avant Gardens that moves around when the player touches its physics * body. Optionally this object can also have effects, like the fans in AG. */ class PhantomPhysicsComponent final : public PhysicsComponent { public: static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS; PhantomPhysicsComponent(Entity* parent, int32_t componentId); ~PhantomPhysicsComponent() override; void Update(float deltaTime) override; void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override; /** * Sets the direction this physics object is pointed at * @param pos the direction to set */ void SetDirection(const NiPoint3& pos); /** * Returns the direction this physics object is pointed at * @return the direction this physics object is pointed at */ const NiPoint3& GetDirection() const { return m_Direction; } /** * Returns the multiplier by which the direction coordinates are multiplied * @return the multiplier by which the direction coordinates are multiplied */ float GetDirectionalMultiplier() const { return m_DirectionalMultiplier; } /** * Sets the multiplier by which direction coordinates are multiplied * @param mul the multiplier to set */ void SetDirectionalMultiplier(float mul); /** * Returns whether or not there's currently an effect active * @return true if there's an effect active, false otherwise */ bool GetPhysicsEffectActive() const { return m_IsPhysicsEffectActive; } /** * Sets whether or not there's a physics effect active * @param val whether or not there's an effect active */ void SetPhysicsEffectActive(bool val) { m_IsPhysicsEffectActive = val; m_EffectInfoDirty = true; } /** * Sets the position of this physics object * @param pos the position to set */ void SetPosition(const NiPoint3& pos) override; /** * Sets the rotation of this physics object * @param rot the rotation to set */ void SetRotation(const NiQuaternion& rot) override; /** * Returns the effect that's currently active, defaults to 0 * @return the effect that's currently active */ ePhysicsEffectType GetEffectType() const { return m_EffectType; } /** * Sets the effect that's currently active * @param type the effect to set */ void SetEffectType(ePhysicsEffectType type); /** * Returns the Physics entity for the component * @return Physics entity for the component */ dpEntity* GetdpEntity() const { return m_dpEntity; } /** * Spawns an object at each of the vertices for debugging purposes */ void SpawnVertices() const; /** * Legacy stuff no clue what this does */ void SetMin(uint32_t min); /** * Legacy stuff no clue what this does */ void SetMax(uint32_t max); private: /** * A scale to apply to the size of the physics object */ float m_Scale; /** * Whether or not the effect has changed and needs to be serialized */ bool m_EffectInfoDirty; /** * Whether or not there's currently a physics effect active */ bool m_IsPhysicsEffectActive; /** * The physics effect that's currently active, defaults to 0 */ ePhysicsEffectType m_EffectType; /** * A scaling multiplier to add to the directional vector */ float m_DirectionalMultiplier; bool m_MinMax; uint32_t m_Min; uint32_t m_Max; /** * Whether or not this physics object is pointed in some direction */ bool m_IsDirectional; /** * The direction this physics object is pointed in, if any */ NiPoint3 m_Direction; /** * The parent entity of this component */ dpEntity* m_dpEntity; /** * Whether or not this physics object represents an object that updates the respawn pos of an entity that crosses it */ bool m_IsRespawnVolume = false; /** * If this is a respawn volume, the exact position an entity will respawn */ NiPoint3 m_RespawnPos; /** * If this is a respawn volume, the exact rotation an entity will respawn */ NiQuaternion m_RespawnRot; };