DarkflameServer/dGame/dComponents/SimplePhysicsComponent.h
David Markowitz 112c2367cc
fix: laggy property models (and probably more) (#1646)
* fix laggy property models (and probably more)

global fix correcting the initial physics motion state from 0 to 5 (confirm in client).  packet captures from a few worlds (didnt scan more than 5 files) show that the value for simple physics was either 5, or 4 for property models, or 1 for property models with behaviors.

properties with pre-built models no longer lag and values of physics types should be correct across the board

* will test this briefly
2024-11-17 20:44:35 -06:00

116 lines
2.7 KiB
C++

/*
* 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, uint32_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