DarkflameServer/dGame/dComponents/RigidbodyPhantomPhysicsComponent.h
2023-12-02 21:03:17 -06:00

143 lines
3.4 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#pragma once
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "BitStream.h"
#include <vector>
#include "CppScripts.h"
#include "InvalidScript.h"
#include "eReplicaComponentType.h"
#include "PhysicsComponent.h"
class LDFBaseData;
class Entity;
class dpEntity;
enum class ePhysicsEffectType : uint32_t ;
/**
* Allows the creation of phantom physics for an entity: a physics object that is generally invisible but can be
* collided with using various shapes to detect collision on certain points in the map. Generally these are used to
* trigger gameplay events, for example the bus in Avant Gardens that moves around when the player touches its physics
* body. Optionally this object can also have effects, like the fans in AG.
*/
class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
RigidbodyPhantomPhysicsComponent(Entity* parent);
~RigidbodyPhantomPhysicsComponent() override;
void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* Creates the physics shape for this entity based on LDF data
*/
void CreatePhysics();
/**
* Sets the position of this physics object
* @param pos the position to set
*/
void SetPosition(const NiPoint3& pos) override;
/**
* Sets the rotation of this physics object
* @param rot the rotation to set
*/
void SetRotation(const NiQuaternion& rot) override;
/**
* Returns the effect that's currently active, defaults to 0
* @return the effect that's currently active
*/
ePhysicsEffectType GetEffectType() const { return m_EffectType; }
/**
* Sets the effect that's currently active
* @param type the effect to set
*/
void SetEffectType(ePhysicsEffectType type);
/**
* Returns the Physics entity for the component
* @return Physics entity for the component
*/
dpEntity* GetdpEntity() const { return m_dpEntity; }
/**
* Spawns an object at each of the vertices for debugging purposes
*/
void SpawnVertices();
private:
/**
* A scale to apply to the size of the physics object
*/
float m_Scale;
/**
* Whether or not the effect has changed and needs to be serialized
*/
bool m_EffectInfoDirty;
/**
* Whether or not there's currently a physics effect active
*/
bool m_IsPhysicsEffectActive;
/**
* The physics effect that's currently active, defaults to 0
*/
ePhysicsEffectType m_EffectType;
/**
* A scaling multiplier to add to the directional vector
*/
float m_DirectionalMultiplier;
bool m_MinMax;
uint32_t m_Min;
uint32_t m_Max;
/**
* Whether or not this physics object is pointed in some direction
*/
bool m_IsDirectional;
/**
* The direction this physics object is pointed in, if any
*/
NiPoint3 m_Direction;
/**
* The parent entity of this component
*/
dpEntity* m_dpEntity;
/**
* Whether or not the physics object has been created yet
*/
bool m_HasCreatedPhysics = false;
/**
* Whether or not this physics object represents an object that updates the respawn pos of an entity that crosses it
*/
bool m_IsRespawnVolume = false;
/**
* If this is a respawn volume, the exact position an entity will respawn
*/
NiPoint3 m_RespawnPos;
/**
* If this is a respawn volume, the exact rotation an entity will respawn
*/
NiQuaternion m_RespawnRot;
};