#pragma once #include "BitStream.h" #include "Entity.h" #include "Component.h" /** * Physics component for vehicles. */ class VehiclePhysicsComponent : public Component { public: static const uint32_t ComponentType = COMPONENT_TYPE_VEHICLE_PHYSICS; VehiclePhysicsComponent(Entity* parentEntity); ~VehiclePhysicsComponent() override; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags); void Update(float deltaTime) override; /** * Sets the position * @param pos the new position */ void SetPosition(const NiPoint3& pos); /** * Gets the position * @return the position */ const NiPoint3& GetPosition() const { return m_Position; } /** * Sets the rotation * @param rot the new rotation */ void SetRotation(const NiQuaternion& rot); /** * Gets the rotation * @return the rotation */ const NiQuaternion& GetRotation() const { return m_Rotation; } /** * 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); private: bool m_DirtyPosition; NiPoint3 m_Position; NiQuaternion m_Rotation; bool m_DirtyVelocity; NiPoint3 m_Velocity; bool m_DirtyAngularVelocity; NiPoint3 m_AngularVelocity; bool m_IsOnGround; bool m_IsOnRail; float m_SoftUpdate = 0; };