/* * Darkflame Universe * Copyright 2019 */ #include "RigidbodyPhantomPhysicsComponent.h" #include "Entity.h" RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent) : Component(parent) { m_Position = m_ParentEntity->GetDefaultPosition(); m_Rotation = m_ParentEntity->GetDefaultRotation(); m_IsDirty = true; } RigidbodyPhantomPhysicsComponent::~RigidbodyPhantomPhysicsComponent() { } void RigidbodyPhantomPhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) { outBitStream->Write(m_IsDirty || bIsInitialUpdate); if (m_IsDirty || bIsInitialUpdate) { 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); m_IsDirty = false; } }