Files
DarkflameServer/dGame/dComponents/Physics/HavokVehiclePhysicsComponent.h
Aaron Kimbrell 260e6cb1b1 refactor(entity): each component type has an allocator, as the client
DoObjectComponentLoad walks the client's load order and calls the type's
allocator from a table, like ObjectLoader2, instead of one 76-case switch.
Components with rules of their own have a static Allocator (the client's
LWOxComponent::Allocator); the rest share a registry allocator. The load
state moves to ObjectLoadState.h so the allocators can take it.

Construction bytes are identical for all 15,962 LOTs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:11:58 -05:00

88 lines
2.1 KiB
C++

#pragma once
#include "BitStream.h"
#include "Entity.h"
#include "PhysicsComponent.h"
#include "eReplicaComponentType.h"
#include "PositionUpdate.h"
struct ObjectLoadState;
/**
* Physics component for vehicles.
*/
class HavokVehiclePhysicsComponent : public PhysicsComponent {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::HAVOK_VEHICLE_PHYSICS;
// The client's allocator for this type (ObjectLoader2::DoObjectComponentLoad calls it in load order)
static void Allocator(Entity& entity, ObjectLoadState& state);
HavokVehiclePhysicsComponent(Entity* parentEntity, const int32_t componentID);
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
/**
* Sets the velocity
* @param vel the new velocity
*/
void SetVelocity(const NiPoint3& vel);
/**
* Gets the velocity
* @return the velocity
*/
const NiPoint3& GetVelocity() const { return m_Velocity; }
/**
* Sets the angular velocity
* @param vel the new angular velocity
*/
void SetAngularVelocity(const NiPoint3& vel);
/**
* Gets the angular velocity
* @return the angular velocity
*/
const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
/**
* Sets whether the vehicle is on the ground
* @param val whether the vehicle is on the ground
*/
void SetIsOnGround(bool val);
/**
* Gets whether the vehicle is on the ground
* @return whether the vehicle is on the ground
*/
const bool GetIsOnGround() const { return m_IsOnGround; }
/**
* Gets whether the vehicle is on rail
* @return whether the vehicle is on rail
*/
void SetIsOnRail(bool val);
/**
* Gets whether the vehicle is on rail
* @return whether the vehicle is on rail
*/
const bool GetIsOnRail() const { return m_IsOnRail; }
void SetRemoteInputInfo(const RemoteInputInfo&);
private:
bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
NiPoint3 m_Velocity;
NiPoint3 m_AngularVelocity;
bool m_IsOnGround;
bool m_IsOnRail;
float m_SoftUpdate = 0;
uint32_t m_EndBehavior;
RemoteInputInfo m_RemoteInputInfo;
};