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