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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
122 lines
3.5 KiB
C++
122 lines
3.5 KiB
C++
#include "VehiclePhysicsComponent.h"
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#include "EntityManager.h"
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VehiclePhysicsComponent::VehiclePhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
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m_Velocity = NiPoint3::ZERO;
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m_AngularVelocity = NiPoint3::ZERO;
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m_IsOnGround = true;
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m_IsOnRail = false;
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m_DirtyPosition = true;
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m_DirtyVelocity = true;
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m_DirtyAngularVelocity = true;
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m_EndBehavior = GeneralUtils::GenerateRandomNumber<uint32_t>(0, 7);
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}
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void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
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if (vel == m_Velocity) return;
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m_DirtyPosition = true;
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m_Velocity = vel;
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}
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void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
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if (vel == m_AngularVelocity) return;
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m_DirtyPosition = true;
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m_AngularVelocity = vel;
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}
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void VehiclePhysicsComponent::SetIsOnGround(bool val) {
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if (val == m_IsOnGround) return;
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m_DirtyPosition = true;
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m_IsOnGround = val;
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}
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void VehiclePhysicsComponent::SetIsOnRail(bool val) {
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if (val == m_IsOnRail) return;
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m_DirtyPosition = true;
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m_IsOnRail = val;
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}
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void VehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
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if (m_RemoteInputInfo == remoteInputInfo) return;
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this->m_RemoteInputInfo = remoteInputInfo;
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m_DirtyRemoteInput = true;
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}
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void VehiclePhysicsComponent::SetDirtyVelocity(bool val) {
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m_DirtyVelocity = val;
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}
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void VehiclePhysicsComponent::SetDirtyAngularVelocity(bool val) {
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m_DirtyAngularVelocity = val;
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}
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void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
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if (bIsInitialUpdate || m_DirtyPosition) {
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m_DirtyPosition = false;
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outBitStream->Write(m_Position.x);
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outBitStream->Write(m_Position.y);
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outBitStream->Write(m_Position.z);
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outBitStream->Write(m_Rotation.x);
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outBitStream->Write(m_Rotation.y);
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outBitStream->Write(m_Rotation.z);
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outBitStream->Write(m_Rotation.w);
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outBitStream->Write(m_IsOnGround);
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outBitStream->Write(m_IsOnRail);
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outBitStream->Write(bIsInitialUpdate || m_DirtyVelocity);
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if (bIsInitialUpdate || m_DirtyVelocity) {
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outBitStream->Write(m_Velocity.x);
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outBitStream->Write(m_Velocity.y);
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outBitStream->Write(m_Velocity.z);
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m_DirtyVelocity = false;
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}
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outBitStream->Write(bIsInitialUpdate || m_DirtyAngularVelocity);
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if (bIsInitialUpdate || m_DirtyAngularVelocity) {
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outBitStream->Write(m_AngularVelocity.x);
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outBitStream->Write(m_AngularVelocity.y);
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outBitStream->Write(m_AngularVelocity.z);
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m_DirtyAngularVelocity = false;
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}
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outBitStream->Write0(); // local_space_info. TODO: Implement this
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outBitStream->Write(m_DirtyRemoteInput || bIsInitialUpdate); // remote_input_info
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if (m_DirtyRemoteInput || bIsInitialUpdate) {
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outBitStream->Write(m_RemoteInputInfo.m_RemoteInputX);
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outBitStream->Write(m_RemoteInputInfo.m_RemoteInputY);
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outBitStream->Write(m_RemoteInputInfo.m_IsPowersliding);
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outBitStream->Write(m_RemoteInputInfo.m_IsModified);
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m_DirtyRemoteInput = false;
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}
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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.
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if (!bIsInitialUpdate) {
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outBitStream->Write0();
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}
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}
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if (bIsInitialUpdate) {
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outBitStream->Write<uint8_t>(m_EndBehavior);
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outBitStream->Write1(); // is input locked?
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}
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outBitStream->Write0();
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}
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void VehiclePhysicsComponent::Update(float deltaTime) {
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if (m_SoftUpdate > 5) {
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Game::entityManager->SerializeEntity(m_Parent);
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m_SoftUpdate = 0;
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} else {
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m_SoftUpdate += deltaTime;
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}
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}
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