#pragma once #include "BitStream.h" #include "Entity.h" #include "PhysicsComponent.h" #include "eReplicaComponentType.h" struct RemoteInputInfo { RemoteInputInfo() { m_RemoteInputX = 0; m_RemoteInputY = 0; m_IsPowersliding = false; m_IsModified = false; } void operator=(const RemoteInputInfo& other) { m_RemoteInputX = other.m_RemoteInputX; m_RemoteInputY = other.m_RemoteInputY; m_IsPowersliding = other.m_IsPowersliding; m_IsModified = other.m_IsModified; } bool operator==(const RemoteInputInfo& other) { return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified; } float m_RemoteInputX; float m_RemoteInputY; bool m_IsPowersliding; bool m_IsModified; }; /** * Physics component for vehicles. */ class HavokVehiclePhysicsComponent : public PhysicsComponent { public: inline static const eReplicaComponentType ComponentType = eReplicaComponentType::HAVOK_VEHICLE_PHYSICS; HavokVehiclePhysicsComponent(Entity* parentEntity); void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override; void Update(float deltaTime) override; /** * Sets the velocity * @param vel the new velocity */ void SetVelocity(const NiPoint3& vel); /** * Gets the velocity * @return the velocity */ const NiPoint3& GetVelocity() const { return m_Velocity; } /** * Sets the angular velocity * @param vel the new angular velocity */ void SetAngularVelocity(const NiPoint3& vel); /** * Gets the angular velocity * @return the angular velocity */ const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; } /** * Sets whether the vehicle is on the ground * @param val whether the vehicle is on the ground */ void SetIsOnGround(bool val); /** * Gets whether the vehicle is on the ground * @return whether the vehicle is on the ground */ const bool GetIsOnGround() const { return m_IsOnGround; } /** * Gets whether the vehicle is on rail * @return whether the vehicle is on rail */ void SetIsOnRail(bool val); /** * Gets whether the vehicle is on rail * @return whether the vehicle is on rail */ const bool GetIsOnRail() const { return m_IsOnRail; } void SetDirtyPosition(bool val); void SetDirtyVelocity(bool val); void SetDirtyAngularVelocity(bool val); void SetRemoteInputInfo(const RemoteInputInfo&); private: bool m_DirtyVelocity; NiPoint3 m_Velocity; bool m_DirtyAngularVelocity; NiPoint3 m_AngularVelocity; bool m_IsOnGround; bool m_IsOnRail; float m_SoftUpdate = 0; uint32_t m_EndBehavior; RemoteInputInfo m_RemoteInputInfo; bool m_DirtyRemoteInput; };