#include "HavokVehiclePhysicsComponent.h" #include "EntityManager.h" HavokVehiclePhysicsComponent::HavokVehiclePhysicsComponent(Entity* parent) : PhysicsComponent(parent) { m_Velocity = NiPoint3Constant::ZERO; m_AngularVelocity = NiPoint3Constant::ZERO; m_IsOnGround = true; m_IsOnRail = false; m_DirtyPosition = true; m_DirtyVelocity = true; m_DirtyAngularVelocity = true; m_EndBehavior = GeneralUtils::GenerateRandomNumber(0, 7); } void HavokVehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) { if (vel == m_Velocity) return; m_DirtyPosition = true; m_Velocity = vel; } void HavokVehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) { if (vel == m_AngularVelocity) return; m_DirtyPosition = true; m_AngularVelocity = vel; } void HavokVehiclePhysicsComponent::SetIsOnGround(bool val) { if (val == m_IsOnGround) return; m_DirtyPosition = true; m_IsOnGround = val; } void HavokVehiclePhysicsComponent::SetIsOnRail(bool val) { if (val == m_IsOnRail) return; m_DirtyPosition = true; m_IsOnRail = val; } void HavokVehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) { if (m_RemoteInputInfo == remoteInputInfo) return; this->m_RemoteInputInfo = remoteInputInfo; m_DirtyRemoteInput = true; } void HavokVehiclePhysicsComponent::SetDirtyVelocity(bool val) { m_DirtyVelocity = val; } void HavokVehiclePhysicsComponent::SetDirtyAngularVelocity(bool val) { m_DirtyAngularVelocity = val; } void HavokVehiclePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) { outBitStream.Write(bIsInitialUpdate || m_DirtyPosition); if (bIsInitialUpdate || m_DirtyPosition) { m_DirtyPosition = false; 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); outBitStream.Write(m_IsOnGround); outBitStream.Write(m_IsOnRail); outBitStream.Write(bIsInitialUpdate || m_DirtyVelocity); if (bIsInitialUpdate || m_DirtyVelocity) { outBitStream.Write(m_Velocity.x); outBitStream.Write(m_Velocity.y); outBitStream.Write(m_Velocity.z); m_DirtyVelocity = false; } outBitStream.Write(bIsInitialUpdate || m_DirtyAngularVelocity); if (bIsInitialUpdate || m_DirtyAngularVelocity) { outBitStream.Write(m_AngularVelocity.x); outBitStream.Write(m_AngularVelocity.y); outBitStream.Write(m_AngularVelocity.z); m_DirtyAngularVelocity = false; } outBitStream.Write0(); // local_space_info. TODO: Implement this outBitStream.Write(m_DirtyRemoteInput || bIsInitialUpdate); // remote_input_info if (m_DirtyRemoteInput || bIsInitialUpdate) { outBitStream.Write(m_RemoteInputInfo.m_RemoteInputX); outBitStream.Write(m_RemoteInputInfo.m_RemoteInputY); outBitStream.Write(m_RemoteInputInfo.m_IsPowersliding); outBitStream.Write(m_RemoteInputInfo.m_IsModified); m_DirtyRemoteInput = false; } outBitStream.Write(125.0f); // remote_input_ping TODO: Figure out how this should be calculated as it seems to be constant through the whole race. if (!bIsInitialUpdate) { outBitStream.Write0(); } } if (bIsInitialUpdate) { outBitStream.Write(m_EndBehavior); outBitStream.Write1(); // is input locked? } outBitStream.Write0(); } void HavokVehiclePhysicsComponent::Update(float deltaTime) { if (m_SoftUpdate > 5) { Game::entityManager->SerializeEntity(m_Parent); m_SoftUpdate = 0; } else { m_SoftUpdate += deltaTime; } }