DarkflameServer/dGame/dComponents/SimplePhysicsComponent.cpp
2022-05-18 06:36:21 -05:00

84 lines
2.3 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include "SimplePhysicsComponent.h"
#include "BitStream.h"
#include "Game.h"
#include "dLogger.h"
#include "dpWorld.h"
#include "CDClientManager.h"
#include "CDPhysicsComponentTable.h"
#include "Entity.h"
SimplePhysicsComponent::SimplePhysicsComponent(uint32_t componentID, Entity* parent) : Component(parent) {
m_Position = m_Parent->GetDefaultPosition();
m_Rotation = m_Parent->GetDefaultRotation();
m_IsDirty = true;
const auto& climbable_type = m_Parent->GetVar<std::u16string>(u"climbable");
if (climbable_type == u"wall") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL);
} else if (climbable_type == u"ladder") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER);
} else if (climbable_type == u"wallstick") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL_STICK);
} else {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
}
}
SimplePhysicsComponent::~SimplePhysicsComponent() {
}
void SimplePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
if (bIsInitialUpdate) {
outBitStream->Write(m_ClimbableType > 0);
outBitStream->Write<int32_t>(m_ClimbableType);
}
outBitStream->Write(m_DirtyVelocity || bIsInitialUpdate);
if (m_DirtyVelocity || bIsInitialUpdate) {
outBitStream->Write(m_Velocity);
outBitStream->Write(m_AngularVelocity);
m_DirtyVelocity = false;
}
// Physics motion state
if (m_PhysicsMotionState != 0)
{
outBitStream->Write1();
outBitStream->Write<uint32_t>(m_PhysicsMotionState);
}
else
{
outBitStream->Write0();
}
outBitStream->Write(m_IsDirty || bIsInitialUpdate);
if (m_IsDirty || bIsInitialUpdate) {
outBitStream->Write(m_Position.x);
outBitStream->Write(m_Position.y);
outBitStream->Write(m_Position.z);
outBitStream->Write(m_Rotation.x);
outBitStream->Write(m_Rotation.y);
outBitStream->Write(m_Rotation.z);
outBitStream->Write(m_Rotation.w);
m_IsDirty = false;
}
}
uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const
{
return m_PhysicsMotionState;
}
void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value)
{
m_PhysicsMotionState = value;
}