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6f057204be
- Add order for loading Components - Enforce all components have Entity* in the first argument
33 lines
927 B
C++
33 lines
927 B
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#include "RigidbodyPhantomPhysicsComponent.h"
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#include "Entity.h"
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RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent) : Component(parent) {
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m_Position = m_ParentEntity->GetDefaultPosition();
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m_Rotation = m_ParentEntity->GetDefaultRotation();
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m_IsDirty = true;
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}
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RigidbodyPhantomPhysicsComponent::~RigidbodyPhantomPhysicsComponent() {
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}
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void RigidbodyPhantomPhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write(m_IsDirty || bIsInitialUpdate);
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if (m_IsDirty || bIsInitialUpdate) {
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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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m_IsDirty = false;
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}
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}
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