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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
114 lines
2.6 KiB
C++
114 lines
2.6 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef SIMPLEPHYSICSCOMPONENT_H
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#define SIMPLEPHYSICSCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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class Entity;
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enum class eClimbableType : int32_t {
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CLIMBABLE_TYPE_NOT = 0,
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CLIMBABLE_TYPE_LADDER,
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CLIMBABLE_TYPE_WALL,
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CLIMBABLE_TYPE_WALL_STICK
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};
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/**
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* Component that serializes locations of entities to the client
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*/
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class SimplePhysicsComponent : public PhysicsComponent {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
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SimplePhysicsComponent(uint32_t componentID, Entity* parent);
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~SimplePhysicsComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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/**
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* Returns the velocity of this entity
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* @return the velocity of this entity
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*/
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const NiPoint3& GetVelocity() { return m_Velocity; }
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/**
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* Sets the velocity of this entity
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* @param value the velocity to set
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*/
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void SetVelocity(const NiPoint3& value) { m_Velocity = value; m_DirtyVelocity = true; }
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/**
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* Returns the angular velocity of this entity
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* @return the angular velocity of this entity
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*/
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const NiPoint3& GetAngularVelocity() { return m_AngularVelocity; }
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/**
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* Sets the angular velocity of this entity
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* @param value the angular velocity to set
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*/
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void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
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/**
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* Returns the physics motion state
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* @return the physics motion state
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*/
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uint32_t GetPhysicsMotionState() const;
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/**
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* Sets the physics motion state
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* @param value the motion state to set
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*/
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void SetPhysicsMotionState(uint32_t value);
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/**
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* Returns the ClimbableType of this entity
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* @return the ClimbableType of this entity
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*/
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const eClimbableType& GetClimabbleType() { return m_ClimbableType; }
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/**
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* Sets the ClimbableType of this entity
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* @param value the ClimbableType to set
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*/
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void SetClimbableType(const eClimbableType& value) { m_ClimbableType = value; }
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private:
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/**
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* The current velocity of the entity
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*/
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NiPoint3 m_Velocity = NiPoint3::ZERO;
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/**
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* The current angular velocity of the entity
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*/
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NiPoint3 m_AngularVelocity = NiPoint3::ZERO;
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/**
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* Whether or not the velocity has changed
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*/
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bool m_DirtyVelocity = true;
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/**
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* The current physics motion state
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*/
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uint32_t m_PhysicsMotionState = 0;
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/**
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* Whether or not the entity is climbable
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*/
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eClimbableType m_ClimbableType = eClimbableType::CLIMBABLE_TYPE_NOT;
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};
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#endif // SIMPLEPHYSICSCOMPONENT_H
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