/* * Darkflame Universe * Copyright 2018 */ #include "SimplePhysicsComponent.h" #include "BitStream.h" #include "Game.h" #include "dLogger.h" #include "dpWorld.h" #include "CDClientManager.h" #include "CDPhysicsComponentTable.h" #include "Entity.h" SimplePhysicsComponent::SimplePhysicsComponent(uint32_t componentID, Entity* parent) : Component(parent) { m_Position = m_Parent->GetDefaultPosition(); m_Rotation = m_Parent->GetDefaultRotation(); m_IsDirty = true; const auto& climbable_type = m_Parent->GetVar(u"climbable"); if (climbable_type == u"wall") { SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL); } else if (climbable_type == u"ladder") { SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER); } else if (climbable_type == u"wallstick") { SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL_STICK); } else { SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT); } } SimplePhysicsComponent::~SimplePhysicsComponent() { } void SimplePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) { if (bIsInitialUpdate) { outBitStream->Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT); outBitStream->Write(m_ClimbableType); } outBitStream->Write(m_DirtyVelocity || bIsInitialUpdate); if (m_DirtyVelocity || bIsInitialUpdate) { outBitStream->Write(m_Velocity); outBitStream->Write(m_AngularVelocity); m_DirtyVelocity = false; } // Physics motion state if (m_PhysicsMotionState != 0) { outBitStream->Write1(); outBitStream->Write(m_PhysicsMotionState); } else { outBitStream->Write0(); } 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; } } uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const { return m_PhysicsMotionState; } void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) { m_PhysicsMotionState = value; }