mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-26 23:43:34 +00:00
ad003634f4
* Make serialize actually virtual yep * Abstract to PhysicsComponent Move shared functionality of all physics related classes to a base class. Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race. Tested that 2 players were able to see each other in the above scenarios just fine as well. * Update PhantomPhysicsComponent.cpp * Add SimplePhysicsTest * Add construction test * Update SimplePhysicsComponentTests.cpp * remove flags and fix override * Update VendorComponent.h
22 lines
709 B
C++
22 lines
709 B
C++
#include "PhysicsComponent.h"
|
|
|
|
PhysicsComponent::PhysicsComponent(Entity* parent) : Component(parent) {
|
|
m_Position = NiPoint3::ZERO;
|
|
m_Rotation = NiQuaternion::IDENTITY;
|
|
m_DirtyPosition = false;
|
|
}
|
|
|
|
void PhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
|
|
outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
|
|
if (bIsInitialUpdate || m_DirtyPosition) {
|
|
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);
|
|
if (!bIsInitialUpdate) m_DirtyPosition = false;
|
|
}
|
|
}
|