/* * Darkflame Universe * Copyright 2018 */ #ifndef SIMPLEPHYSICSCOMPONENT_H #define SIMPLEPHYSICSCOMPONENT_H #include "dCommonVars.h" #include "RakNetTypes.h" #include "NiPoint3.h" #include "NiQuaternion.h" #include "PhysicsComponent.h" #include "eReplicaComponentType.h" class Entity; enum class eClimbableType : int32_t { CLIMBABLE_TYPE_NOT = 0, CLIMBABLE_TYPE_LADDER, CLIMBABLE_TYPE_WALL, CLIMBABLE_TYPE_WALL_STICK }; /** * Component that serializes locations of entities to the client */ class SimplePhysicsComponent : public PhysicsComponent { public: static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS; SimplePhysicsComponent(Entity* parent, int32_t componentID); ~SimplePhysicsComponent() override; void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override; /** * Returns the velocity of this entity * @return the velocity of this entity */ const NiPoint3& GetVelocity() { return m_Velocity; } /** * Sets the velocity of this entity * @param value the velocity to set */ void SetVelocity(const NiPoint3& value) { m_Velocity = value; m_DirtyVelocity = true; } /** * Returns the angular velocity of this entity * @return the angular velocity of this entity */ const NiPoint3& GetAngularVelocity() { return m_AngularVelocity; } /** * Sets the angular velocity of this entity * @param value the angular velocity to set */ void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; } /** * Returns the physics motion state * @return the physics motion state */ uint32_t GetPhysicsMotionState() const; /** * Sets the physics motion state * @param value the motion state to set */ void SetPhysicsMotionState(uint32_t value); /** * Returns the ClimbableType of this entity * @return the ClimbableType of this entity */ const eClimbableType& GetClimabbleType() { return m_ClimbableType; } /** * Sets the ClimbableType of this entity * @param value the ClimbableType to set */ void SetClimbableType(const eClimbableType& value) { m_ClimbableType = value; } private: /** * The current velocity of the entity */ NiPoint3 m_Velocity = NiPoint3Constant::ZERO; /** * The current angular velocity of the entity */ NiPoint3 m_AngularVelocity = NiPoint3Constant::ZERO; /** * Whether or not the velocity has changed */ bool m_DirtyVelocity = true; /** * The current physics motion state */ uint32_t m_PhysicsMotionState = 5; bool m_DirtyPhysicsMotionState = true; /** * Whether or not the entity is climbable */ eClimbableType m_ClimbableType = eClimbableType::CLIMBABLE_TYPE_NOT; }; #endif // SIMPLEPHYSICSCOMPONENT_H