DarkflameServer/dGame/dComponents/ModelComponent.h
David Markowitz 2cc13c6499
chore: Make serialize actually virtual (#1156)
* Make serialize actually virtual

* fix serialize and make update virutal

* Update VendorComponent.h

* Remove flag var

* Update SoundTriggerComponent.h

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-08-10 14:33:15 -07:00

63 lines
1.4 KiB
C++

#pragma once
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "Component.h"
#include "eReplicaComponentType.h"
class Entity;
/**
* Component that represents entities that are a model, e.g. collectible models and BBB models.
*/
class ModelComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::MODEL;
ModelComponent(Entity* parent);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* Returns the original position of the model
* @return the original position of the model
*/
const NiPoint3& GetPosition() { return m_OriginalPosition; }
/**
* Sets the original position of the model
* @param pos the original position to set
*/
void SetPosition(const NiPoint3& pos) { m_OriginalPosition = pos; }
/**
* Returns the original rotation of the model
* @return the original rotation of the model
*/
const NiQuaternion& GetRotation() { return m_OriginalRotation; }
/**
* Sets the original rotation of the model
* @param rot the original rotation to set
*/
void SetRotation(const NiQuaternion& rot) { m_OriginalRotation = rot; }
private:
/**
* The original position of the model
*/
NiPoint3 m_OriginalPosition;
/**
* The rotation original of the model
*/
NiQuaternion m_OriginalRotation;
/**
* The ID of the user that made the model
*/
LWOOBJID m_userModelID;
};