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e524b86e12
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
72 lines
1.6 KiB
C++
72 lines
1.6 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#ifndef RIGIDBODYPHANTOMPHYSICS_H
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#define RIGIDBODYPHANTOMPHYSICS_H
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#include "BitStream.h"
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
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* bananas that fall from trees in GF.
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*/
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class RigidbodyPhantomPhysicsComponent : public Component {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
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RigidbodyPhantomPhysicsComponent(Entity* parent);
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~RigidbodyPhantomPhysicsComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Returns the position of this entity
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* @return the position of this entity
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*/
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NiPoint3& GetPosition() { return m_Position; }
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/**
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* Sets the position of this entity
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* @param pos the position to set
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*/
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void SetPosition(const NiPoint3& pos) { m_Position = pos; m_IsDirty = true; }
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/**
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* Returns the rotation of this entity
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* @return the rotation of this entity
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*/
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NiQuaternion& GetRotation() { return m_Rotation; }
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/**
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* Sets the rotation for this entity
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* @param rot the rotation to tset
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*/
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void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }
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private:
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/**
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* The position of this entity
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*/
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NiPoint3 m_Position;
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/**
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* The rotation of this entity
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*/
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NiQuaternion m_Rotation;
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/**
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* Whether or not the component should be serialized
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*/
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bool m_IsDirty;
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};
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#endif // RIGIDBODYPHANTOMPHYSICS_H
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