mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
0545adfac3
Have fun!
128 lines
3.0 KiB
C++
128 lines
3.0 KiB
C++
/*
|
|
* Darkflame Universe
|
|
* Copyright 2018
|
|
*/
|
|
|
|
#ifndef SIMPLEPHYSICSCOMPONENT_H
|
|
#define SIMPLEPHYSICSCOMPONENT_H
|
|
|
|
#include "dCommonVars.h"
|
|
#include "RakNetTypes.h"
|
|
#include "NiPoint3.h"
|
|
#include "NiQuaternion.h"
|
|
#include "Component.h"
|
|
|
|
class Entity;
|
|
|
|
/**
|
|
* Component that serializes locations of entities to the client
|
|
*/
|
|
class SimplePhysicsComponent : public Component {
|
|
public:
|
|
static const uint32_t ComponentType = COMPONENT_TYPE_SIMPLE_PHYSICS;
|
|
|
|
SimplePhysicsComponent(uint32_t componentID, Entity* parent);
|
|
~SimplePhysicsComponent() override;
|
|
|
|
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
|
|
|
|
/**
|
|
* Returns the position of this entity
|
|
* @return the position of this entity
|
|
*/
|
|
NiPoint3& GetPosition() { return m_Position; }
|
|
|
|
/**
|
|
* Sets the position of this entity
|
|
* @param pos the position to set
|
|
*/
|
|
void SetPosition(const NiPoint3& pos) { m_Position = pos; m_IsDirty = true; }
|
|
|
|
/**
|
|
* Returns the rotation of this entity
|
|
* @return the rotation of this entity
|
|
*/
|
|
NiQuaternion& GetRotation() { return m_Rotation; }
|
|
|
|
/**
|
|
* Sets the rotation of this entity
|
|
* @param rot
|
|
*/
|
|
void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }
|
|
|
|
/**
|
|
* Returns the velocity of this entity
|
|
* @return the velocity of this entity
|
|
*/
|
|
const NiPoint3& GetVelocity() { return m_Velocity; }
|
|
|
|
/**
|
|
* Sets the velocity of this entity
|
|
* @param value the velocity to set
|
|
*/
|
|
void SetVelocity(const NiPoint3& value) { m_Velocity = value; m_DirtyVelocity = true; }
|
|
|
|
/**
|
|
* Returns the angular velocity of this entity
|
|
* @return the angular velocity of this entity
|
|
*/
|
|
const NiPoint3& GetAngularVelocity() { return m_AngularVelocity; }
|
|
|
|
/**
|
|
* Sets the angular velocity of this entity
|
|
* @param value the angular velocity to set
|
|
*/
|
|
void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
|
|
|
|
/**
|
|
* Returns the physics motion state
|
|
* @return the physics motion state
|
|
*/
|
|
uint32_t GetPhysicsMotionState() const;
|
|
|
|
/**
|
|
* Sets the physics motion state
|
|
* @param value the motion state to set
|
|
*/
|
|
void SetPhysicsMotionState(uint32_t value);
|
|
|
|
private:
|
|
|
|
/**
|
|
* The current position of the entity
|
|
*/
|
|
NiPoint3 m_Position = NiPoint3::ZERO;
|
|
|
|
/**
|
|
* The current rotation of the entity
|
|
*/
|
|
NiQuaternion m_Rotation = NiQuaternion::IDENTITY;
|
|
|
|
/**
|
|
* The current velocity of the entity
|
|
*/
|
|
NiPoint3 m_Velocity = NiPoint3::ZERO;
|
|
|
|
/**
|
|
* The current angular velocity of the entity
|
|
*/
|
|
NiPoint3 m_AngularVelocity = NiPoint3::ZERO;
|
|
|
|
/**
|
|
* Whether or not the velocity has changed
|
|
*/
|
|
bool m_DirtyVelocity = true;
|
|
|
|
/**
|
|
* Whether or not the position has changed
|
|
*/
|
|
bool m_IsDirty = true;
|
|
|
|
/**
|
|
* The current physics motion state
|
|
*/
|
|
uint32_t m_PhysicsMotionState = 0;
|
|
};
|
|
|
|
#endif // SIMPLEPHYSICSCOMPONENT_H
|