#include "PhysicsComponent.h" PhysicsComponent::PhysicsComponent(Entity* parent) : Component(parent) { m_Position = NiPoint3Constant::ZERO; m_Rotation = NiQuaternionConstant::IDENTITY; m_DirtyPosition = false; } void PhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) { outBitStream.Write(bIsInitialUpdate || m_DirtyPosition); if (bIsInitialUpdate || m_DirtyPosition) { outBitStream.Write(m_Position.x); outBitStream.Write(m_Position.y); outBitStream.Write(m_Position.z); outBitStream.Write(m_Rotation.x); outBitStream.Write(m_Rotation.y); outBitStream.Write(m_Rotation.z); outBitStream.Write(m_Rotation.w); if (!bIsInitialUpdate) m_DirtyPosition = false; } }