DarkflameServer/dGame/dComponents/VehiclePhysicsComponent.cpp
David Markowitz ad003634f4
chore: Physics Component abstraction and addition of tests (#1159)
* Make serialize actually virtual

yep

* Abstract to PhysicsComponent

Move shared functionality of all physics related classes to a base class.

Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race.

Tested that 2 players were able to see each other in the above scenarios just fine as well.

* Update PhantomPhysicsComponent.cpp

* Add SimplePhysicsTest

* Add construction test

* Update SimplePhysicsComponentTests.cpp

* remove flags and fix override

* Update VendorComponent.h
2023-10-09 15:19:38 -05:00

122 lines
3.5 KiB
C++

#include "VehiclePhysicsComponent.h"
#include "EntityManager.h"
VehiclePhysicsComponent::VehiclePhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
m_Velocity = NiPoint3::ZERO;
m_AngularVelocity = NiPoint3::ZERO;
m_IsOnGround = true;
m_IsOnRail = false;
m_DirtyPosition = true;
m_DirtyVelocity = true;
m_DirtyAngularVelocity = true;
m_EndBehavior = GeneralUtils::GenerateRandomNumber<uint32_t>(0, 7);
}
void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
if (vel == m_Velocity) return;
m_DirtyPosition = true;
m_Velocity = vel;
}
void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
if (vel == m_AngularVelocity) return;
m_DirtyPosition = true;
m_AngularVelocity = vel;
}
void VehiclePhysicsComponent::SetIsOnGround(bool val) {
if (val == m_IsOnGround) return;
m_DirtyPosition = true;
m_IsOnGround = val;
}
void VehiclePhysicsComponent::SetIsOnRail(bool val) {
if (val == m_IsOnRail) return;
m_DirtyPosition = true;
m_IsOnRail = val;
}
void VehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
if (m_RemoteInputInfo == remoteInputInfo) return;
this->m_RemoteInputInfo = remoteInputInfo;
m_DirtyRemoteInput = true;
}
void VehiclePhysicsComponent::SetDirtyVelocity(bool val) {
m_DirtyVelocity = val;
}
void VehiclePhysicsComponent::SetDirtyAngularVelocity(bool val) {
m_DirtyAngularVelocity = val;
}
void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
if (bIsInitialUpdate || m_DirtyPosition) {
m_DirtyPosition = false;
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);
outBitStream->Write(m_IsOnGround);
outBitStream->Write(m_IsOnRail);
outBitStream->Write(bIsInitialUpdate || m_DirtyVelocity);
if (bIsInitialUpdate || m_DirtyVelocity) {
outBitStream->Write(m_Velocity.x);
outBitStream->Write(m_Velocity.y);
outBitStream->Write(m_Velocity.z);
m_DirtyVelocity = false;
}
outBitStream->Write(bIsInitialUpdate || m_DirtyAngularVelocity);
if (bIsInitialUpdate || m_DirtyAngularVelocity) {
outBitStream->Write(m_AngularVelocity.x);
outBitStream->Write(m_AngularVelocity.y);
outBitStream->Write(m_AngularVelocity.z);
m_DirtyAngularVelocity = false;
}
outBitStream->Write0(); // local_space_info. TODO: Implement this
outBitStream->Write(m_DirtyRemoteInput || bIsInitialUpdate); // remote_input_info
if (m_DirtyRemoteInput || bIsInitialUpdate) {
outBitStream->Write(m_RemoteInputInfo.m_RemoteInputX);
outBitStream->Write(m_RemoteInputInfo.m_RemoteInputY);
outBitStream->Write(m_RemoteInputInfo.m_IsPowersliding);
outBitStream->Write(m_RemoteInputInfo.m_IsModified);
m_DirtyRemoteInput = false;
}
outBitStream->Write(125.0f); // remote_input_ping TODO: Figure out how this should be calculated as it seems to be constant through the whole race.
if (!bIsInitialUpdate) {
outBitStream->Write0();
}
}
if (bIsInitialUpdate) {
outBitStream->Write<uint8_t>(m_EndBehavior);
outBitStream->Write1(); // is input locked?
}
outBitStream->Write0();
}
void VehiclePhysicsComponent::Update(float deltaTime) {
if (m_SoftUpdate > 5) {
Game::entityManager->SerializeEntity(m_Parent);
m_SoftUpdate = 0;
} else {
m_SoftUpdate += deltaTime;
}
}