mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-09-05 14:58:27 +00:00
135 lines
4.7 KiB
C++
135 lines
4.7 KiB
C++
#include "HavokVehiclePhysicsComponent.h"
|
|
#include "EntityManager.h"
|
|
#include "Amf3.h"
|
|
|
|
HavokVehiclePhysicsComponent::HavokVehiclePhysicsComponent(Entity* parent, int32_t componentId) : PhysicsComponent(parent, componentId) {
|
|
RegisterMsg(MessageType::Game::GET_OBJECT_REPORT_INFO, this, &HavokVehiclePhysicsComponent::OnGetObjectReportInfo);
|
|
|
|
m_Velocity = NiPoint3Constant::ZERO;
|
|
m_AngularVelocity = NiPoint3Constant::ZERO;
|
|
m_IsOnGround = true;
|
|
m_IsOnRail = false;
|
|
m_DirtyPosition = true;
|
|
m_EndBehavior = GeneralUtils::GenerateRandomNumber<uint32_t>(0, 7);
|
|
}
|
|
|
|
void HavokVehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
|
|
if (vel == m_Velocity) return;
|
|
m_DirtyPosition = true;
|
|
m_Velocity = vel;
|
|
}
|
|
|
|
void HavokVehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
|
|
if (vel == m_AngularVelocity) return;
|
|
m_DirtyPosition = true;
|
|
m_AngularVelocity = vel;
|
|
}
|
|
|
|
void HavokVehiclePhysicsComponent::SetIsOnGround(bool val) {
|
|
if (val == m_IsOnGround) return;
|
|
m_DirtyPosition = true;
|
|
m_IsOnGround = val;
|
|
}
|
|
|
|
void HavokVehiclePhysicsComponent::SetIsOnRail(bool val) {
|
|
if (val == m_IsOnRail) return;
|
|
m_DirtyPosition = true;
|
|
m_IsOnRail = val;
|
|
}
|
|
|
|
void HavokVehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
|
|
if (remoteInputInfo == m_RemoteInputInfo) return;
|
|
this->m_RemoteInputInfo = remoteInputInfo;
|
|
m_DirtyPosition = true;
|
|
}
|
|
|
|
void HavokVehiclePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
|
outBitStream.Write(bIsInitialUpdate || m_DirtyPosition);
|
|
|
|
if (bIsInitialUpdate || m_DirtyPosition) {
|
|
m_DirtyPosition = false;
|
|
outBitStream.Write(m_Position.x);
|
|
outBitStream.Write(m_Position.y);
|
|
outBitStream.Write(m_Position.z);
|
|
|
|
outBitStream.Write(m_Rotation.x);
|
|
outBitStream.Write(m_Rotation.y);
|
|
outBitStream.Write(m_Rotation.z);
|
|
outBitStream.Write(m_Rotation.w);
|
|
|
|
outBitStream.Write(m_IsOnGround);
|
|
outBitStream.Write(m_IsOnRail);
|
|
|
|
bool isNotZero = m_Velocity != NiPoint3Constant::ZERO;
|
|
outBitStream.Write(isNotZero);
|
|
if (isNotZero) {
|
|
outBitStream.Write(m_Velocity.x);
|
|
outBitStream.Write(m_Velocity.y);
|
|
outBitStream.Write(m_Velocity.z);
|
|
}
|
|
|
|
isNotZero = m_AngularVelocity != NiPoint3Constant::ZERO;
|
|
outBitStream.Write(isNotZero);
|
|
if (isNotZero) {
|
|
outBitStream.Write(m_AngularVelocity.x);
|
|
outBitStream.Write(m_AngularVelocity.y);
|
|
outBitStream.Write(m_AngularVelocity.z);
|
|
}
|
|
|
|
outBitStream.Write0(); // local_space_info. TODO: Implement this
|
|
|
|
// This structure only has this bool flag set to false if a ptr to the peVehicle is null, which we don't have
|
|
// therefore, this will always be 1, even if all the values in the structure are 0.
|
|
outBitStream.Write1(); // has remote_input_info
|
|
outBitStream.Write(m_RemoteInputInfo.m_RemoteInputX);
|
|
outBitStream.Write(m_RemoteInputInfo.m_RemoteInputY);
|
|
outBitStream.Write(m_RemoteInputInfo.m_IsPowersliding);
|
|
outBitStream.Write(m_RemoteInputInfo.m_IsModified);
|
|
|
|
|
|
outBitStream.Write(125.0f); // remote_input_ping TODO: Figure out how this should be calculated as it seems to be constant through the whole race.
|
|
|
|
if (!bIsInitialUpdate) {
|
|
outBitStream.Write0();
|
|
}
|
|
}
|
|
|
|
if (bIsInitialUpdate) {
|
|
outBitStream.Write<uint8_t>(m_EndBehavior);
|
|
outBitStream.Write1(); // is input locked?
|
|
}
|
|
|
|
outBitStream.Write0();
|
|
}
|
|
|
|
bool HavokVehiclePhysicsComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
|
PhysicsComponent::OnGetObjectReportInfo(msg);
|
|
auto& reportInfo = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
|
if (!reportInfo.subCategory) {
|
|
return false;
|
|
}
|
|
|
|
auto& info = reportInfo.subCategory->PushDebug("Havok Vehicle Physics Info");
|
|
|
|
auto& velocity = info.PushDebug("Velocity");
|
|
velocity.PushDebug<AMFDoubleValue>("x") = m_Velocity.x;
|
|
velocity.PushDebug<AMFDoubleValue>("y") = m_Velocity.y;
|
|
velocity.PushDebug<AMFDoubleValue>("z") = m_Velocity.z;
|
|
|
|
auto& angularVelocity = info.PushDebug("Angular Velocity");
|
|
angularVelocity.PushDebug<AMFDoubleValue>("x") = m_AngularVelocity.x;
|
|
angularVelocity.PushDebug<AMFDoubleValue>("y") = m_AngularVelocity.y;
|
|
angularVelocity.PushDebug<AMFDoubleValue>("z") = m_AngularVelocity.z;
|
|
|
|
info.PushDebug<AMFBoolValue>("Is On Ground") = m_IsOnGround;
|
|
info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;
|
|
info.PushDebug<AMFIntValue>("End Behavior") = m_EndBehavior;
|
|
|
|
auto& remoteInputInfo = info.PushDebug("Remote Input Info");
|
|
remoteInputInfo.PushDebug<AMFDoubleValue>("Remote Input X") = m_RemoteInputInfo.m_RemoteInputX;
|
|
remoteInputInfo.PushDebug<AMFDoubleValue>("Remote Input Y") = m_RemoteInputInfo.m_RemoteInputY;
|
|
remoteInputInfo.PushDebug<AMFBoolValue>("Is Powersliding") = m_RemoteInputInfo.m_IsPowersliding;
|
|
remoteInputInfo.PushDebug<AMFBoolValue>("Is Modified") = m_RemoteInputInfo.m_IsModified;
|
|
return true;
|
|
}
|