DarkflameServer/dGame/dComponents/PhysicsComponent.h
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

33 lines
889 B
C++

#ifndef __PHYSICSCOMPONENT__H__
#define __PHYSICSCOMPONENT__H__
#include "Component.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
namespace Raknet {
class BitStream;
};
class PhysicsComponent : public Component {
public:
PhysicsComponent(Entity* parent);
virtual ~PhysicsComponent() = default;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
const NiPoint3& GetPosition() const { return m_Position; }
virtual void SetPosition(const NiPoint3& pos) { if (m_Position == pos) return; m_Position = pos; m_DirtyPosition = true; }
const NiQuaternion& GetRotation() const { return m_Rotation; }
virtual void SetRotation(const NiQuaternion& rot) { if (m_Rotation == rot) return; m_Rotation = rot; m_DirtyPosition = true; }
protected:
NiPoint3 m_Position;
NiQuaternion m_Rotation;
bool m_DirtyPosition;
};
#endif //!__PHYSICSCOMPONENT__H__