/* * Darkflame Universe * Copyright 2019 */ #ifndef RIGIDBODYPHANTOMPHYSICS_H #define RIGIDBODYPHANTOMPHYSICS_H #include "BitStream.h" #include "dCommonVars.h" #include "NiPoint3.h" #include "NiQuaternion.h" #include "Component.h" #include "eReplicaComponentType.h" /** * Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the * bananas that fall from trees in GF. */ class RigidbodyPhantomPhysicsComponent : public Component { public: inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS; RigidbodyPhantomPhysicsComponent(Entity* parent); ~RigidbodyPhantomPhysicsComponent() 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 for this entity * @param rot the rotation to tset */ void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; } private: /** * The position of this entity */ NiPoint3 m_Position; /** * The rotation of this entity */ NiQuaternion m_Rotation; /** * Whether or not the component should be serialized */ bool m_IsDirty; }; #endif // RIGIDBODYPHANTOMPHYSICS_H