mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-15 04:38:21 +00:00
2cc13c6499
* 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>
135 lines
3.0 KiB
C++
135 lines
3.0 KiB
C++
#pragma once
|
|
|
|
#include "BitStream.h"
|
|
#include "Entity.h"
|
|
#include "Component.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
struct RemoteInputInfo {
|
|
void operator=(const RemoteInputInfo& other) {
|
|
m_RemoteInputX = other.m_RemoteInputX;
|
|
m_RemoteInputY = other.m_RemoteInputY;
|
|
m_IsPowersliding = other.m_IsPowersliding;
|
|
m_IsModified = other.m_IsModified;
|
|
}
|
|
|
|
bool operator==(const RemoteInputInfo& other) {
|
|
return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
|
|
}
|
|
|
|
float m_RemoteInputX;
|
|
float m_RemoteInputY;
|
|
bool m_IsPowersliding;
|
|
bool m_IsModified;
|
|
};
|
|
|
|
/**
|
|
* Physics component for vehicles.
|
|
*/
|
|
class VehiclePhysicsComponent : public Component {
|
|
public:
|
|
static const eReplicaComponentType ComponentType = eReplicaComponentType::VEHICLE_PHYSICS;
|
|
|
|
VehiclePhysicsComponent(Entity* parentEntity);
|
|
~VehiclePhysicsComponent() override;
|
|
|
|
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
|
|
|
|
void Update(float deltaTime) override;
|
|
|
|
/**
|
|
* Sets the position
|
|
* @param pos the new position
|
|
*/
|
|
void SetPosition(const NiPoint3& pos);
|
|
|
|
/**
|
|
* Gets the position
|
|
* @return the position
|
|
*/
|
|
const NiPoint3& GetPosition() const { return m_Position; }
|
|
|
|
/**
|
|
* Sets the rotation
|
|
* @param rot the new rotation
|
|
*/
|
|
void SetRotation(const NiQuaternion& rot);
|
|
|
|
/**
|
|
* Gets the rotation
|
|
* @return the rotation
|
|
*/
|
|
const NiQuaternion& GetRotation() const { return m_Rotation; }
|
|
|
|
/**
|
|
* Sets the velocity
|
|
* @param vel the new velocity
|
|
*/
|
|
void SetVelocity(const NiPoint3& vel);
|
|
|
|
/**
|
|
* Gets the velocity
|
|
* @return the velocity
|
|
*/
|
|
const NiPoint3& GetVelocity() const { return m_Velocity; }
|
|
|
|
/**
|
|
* Sets the angular velocity
|
|
* @param vel the new angular velocity
|
|
*/
|
|
void SetAngularVelocity(const NiPoint3& vel);
|
|
|
|
/**
|
|
* Gets the angular velocity
|
|
* @return the angular velocity
|
|
*/
|
|
const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
|
|
|
|
/**
|
|
* Sets whether the vehicle is on the ground
|
|
* @param val whether the vehicle is on the ground
|
|
*/
|
|
void SetIsOnGround(bool val);
|
|
|
|
/**
|
|
* Gets whether the vehicle is on the ground
|
|
* @return whether the vehicle is on the ground
|
|
*/
|
|
const bool GetIsOnGround() const { return m_IsOnGround; }
|
|
|
|
/**
|
|
* Gets whether the vehicle is on rail
|
|
* @return whether the vehicle is on rail
|
|
*/
|
|
void SetIsOnRail(bool val);
|
|
|
|
/**
|
|
* Gets whether the vehicle is on rail
|
|
* @return whether the vehicle is on rail
|
|
*/
|
|
const bool GetIsOnRail() const { return m_IsOnRail; }
|
|
|
|
void SetDirtyPosition(bool val);
|
|
void SetDirtyVelocity(bool val);
|
|
void SetDirtyAngularVelocity(bool val);
|
|
void SetRemoteInputInfo(const RemoteInputInfo&);
|
|
|
|
private:
|
|
bool m_DirtyPosition;
|
|
NiPoint3 m_Position;
|
|
NiQuaternion m_Rotation;
|
|
|
|
bool m_DirtyVelocity;
|
|
NiPoint3 m_Velocity;
|
|
|
|
bool m_DirtyAngularVelocity;
|
|
NiPoint3 m_AngularVelocity;
|
|
bool m_IsOnGround;
|
|
bool m_IsOnRail;
|
|
|
|
float m_SoftUpdate = 0;
|
|
uint32_t m_EndBehavior;
|
|
RemoteInputInfo m_RemoteInputInfo;
|
|
bool m_DirtyRemoteInput;
|
|
};
|