DarkflameServer/dGame/dComponents/PhysicsComponent.h
David Markowitz 2ca61c3e57
feat: Dragonmaw (#1562)
* rigid as heck

* abstract physics creation to separate function

* loading

Update FvRacePillarDServer.cpp

consolidate abcd pillar logic

modularization

Update SimplePhysicsComponent.cpp

Update EntityManager.cpp

Update MovingPlatformComponent.cpp

still need another pass

* geiser works

* columns working finally

* consolidate logic

* constiness

* Update PhantomPhysicsComponent.cpp

* Update PhysicsComponent.cpp

* revert testing code

* add versions info

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Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2024-05-10 09:22:26 -05:00

43 lines
1.1 KiB
C++

#ifndef __PHYSICSCOMPONENT__H__
#define __PHYSICSCOMPONENT__H__
#include "Component.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
namespace Raknet {
class BitStream;
};
enum class eReplicaComponentType : uint32_t;
class dpEntity;
class PhysicsComponent : public Component {
public:
PhysicsComponent(Entity* parent);
virtual ~PhysicsComponent() = default;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
const NiPoint3& GetPosition() const { return m_Position; }
virtual void SetPosition(const NiPoint3& pos) { if (m_Position == pos) return; m_Position = pos; m_DirtyPosition = true; }
const NiQuaternion& GetRotation() const { return m_Rotation; }
virtual void SetRotation(const NiQuaternion& rot) { if (m_Rotation == rot) return; m_Rotation = rot; m_DirtyPosition = true; }
protected:
dpEntity* CreatePhysicsEntity(eReplicaComponentType type);
dpEntity* CreatePhysicsLnv(const float scale, const eReplicaComponentType type) const;
void SpawnVertices(dpEntity* entity) const;
NiPoint3 m_Position;
NiQuaternion m_Rotation;
bool m_DirtyPosition;
};
#endif //!__PHYSICSCOMPONENT__H__