Files
DarkflameServer/dGame/dComponents/SimplePhysicsComponent.h
Aaron Kimbrell c711eb8045 fix(physics): simple-physics motion type and velocity like live
Live's simple-physics constructions (40,786 in the captures):
- Motion type Fixed (5) for objects without a motionType (38,970). DLU read
  the level's motionType and, when there was none, sent 0, a value the
  client's motion-type enum does not have.
- Keyframed (4) for every moving platform (1,059 of 1,059) and for models
  without behaviors; Dynamic (1) for models with behaviors (655 of 666 model
  constructions follow this; DLU only switched it when a behavior was added
  or removed).
- No velocity for fixed objects (all 38,970); keyframed and dynamic objects
  have one. DLU wrote a velocity in every construction.
A level-set motionType still wins.

Test: ReplicaConstructionTest.SimplePhysicsConstructionLikeLive (values of a
captured smashable, LOT 12266); the existing SimplePhysicsTest bytes are
unchanged.

Check in game: moving platforms (AG, GF, NS, NT), spinners and other
simple-physics objects move and collide as before; smashables and static
objects stay put; on a property, placed models with and without behaviors
sit and run as before, including after picking them up and placing again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00

125 lines
3.0 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;
// Havok motion types the client reads as the physics motion state
static constexpr uint32_t MOTION_TYPE_DYNAMIC = 1;
static constexpr uint32_t MOTION_TYPE_KEYFRAMED = 4;
static constexpr uint32_t MOTION_TYPE_FIXED = 5;
SimplePhysicsComponent(Entity* parent, const int32_t componentID);
~SimplePhysicsComponent() override;
void Update(const float deltaTime) 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:
bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
/**
* 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 = MOTION_TYPE_FIXED;
bool m_DirtyPhysicsMotionState = true;
/**
* Whether or not the entity is climbable
*/
eClimbableType m_ClimbableType = eClimbableType::CLIMBABLE_TYPE_NOT;
};
#endif // SIMPLEPHYSICSCOMPONENT_H