/* * Darkflame Universe * Copyright 2018 */ #ifndef SIMPLEPHYSICSCOMPONENT_H #define SIMPLEPHYSICSCOMPONENT_H #include "dCommonVars.h" #include "RakNetTypes.h" #include "NiPoint3.h" #include "NiQuaternion.h" #include "Component.h" class Entity; /** * Component that serializes locations of entities to the client */ class SimplePhysicsComponent : public Component { public: static const uint32_t ComponentType = COMPONENT_TYPE_SIMPLE_PHYSICS; SimplePhysicsComponent(uint32_t componentID, Entity* parent); ~SimplePhysicsComponent() override; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags); /** * Returns the position of this entity * @return the position of this entity */ NiPoint3& GetPosition() { return m_Position; } /** * Sets the position of this entity * @param pos the position to set */ void SetPosition(const NiPoint3& pos) { m_Position = pos; m_IsDirty = true; } /** * Returns the rotation of this entity * @return the rotation of this entity */ NiQuaternion& GetRotation() { return m_Rotation; } /** * Sets the rotation of this entity * @param rot */ void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; } /** * 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); private: /** * The current position of the entity */ NiPoint3 m_Position = NiPoint3::ZERO; /** * The current rotation of the entity */ NiQuaternion m_Rotation = NiQuaternion::IDENTITY; /** * The current velocity of the entity */ NiPoint3 m_Velocity = NiPoint3::ZERO; /** * The current angular velocity of the entity */ NiPoint3 m_AngularVelocity = NiPoint3::ZERO; /** * Whether or not the velocity has changed */ bool m_DirtyVelocity = true; /** * Whether or not the position has changed */ bool m_IsDirty = true; /** * The current physics motion state */ uint32_t m_PhysicsMotionState = 0; }; #endif // SIMPLEPHYSICSCOMPONENT_H