mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 06:27:24 +00:00
112c2367cc
* fix laggy property models (and probably more) global fix correcting the initial physics motion state from 0 to 5 (confirm in client). packet captures from a few worlds (didnt scan more than 5 files) show that the value for simple physics was either 5, or 4 for property models, or 1 for property models with behaviors. properties with pre-built models no longer lag and values of physics types should be correct across the board * will test this briefly
116 lines
2.7 KiB
C++
116 lines
2.7 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef SIMPLEPHYSICSCOMPONENT_H
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#define SIMPLEPHYSICSCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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class Entity;
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enum class eClimbableType : int32_t {
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CLIMBABLE_TYPE_NOT = 0,
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CLIMBABLE_TYPE_LADDER,
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CLIMBABLE_TYPE_WALL,
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CLIMBABLE_TYPE_WALL_STICK
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};
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/**
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* Component that serializes locations of entities to the client
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*/
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class SimplePhysicsComponent : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
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SimplePhysicsComponent(Entity* parent, uint32_t componentID);
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~SimplePhysicsComponent() override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Returns the velocity of this entity
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* @return the velocity of this entity
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*/
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const NiPoint3& GetVelocity() { return m_Velocity; }
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/**
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* Sets the velocity of this entity
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* @param value the velocity to set
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*/
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void SetVelocity(const NiPoint3& value) { m_Velocity = value; m_DirtyVelocity = true; }
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/**
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* Returns the angular velocity of this entity
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* @return the angular velocity of this entity
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*/
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const NiPoint3& GetAngularVelocity() { return m_AngularVelocity; }
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/**
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* Sets the angular velocity of this entity
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* @param value the angular velocity to set
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*/
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void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
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/**
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* Returns the physics motion state
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* @return the physics motion state
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*/
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uint32_t GetPhysicsMotionState() const;
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/**
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* Sets the physics motion state
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* @param value the motion state to set
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*/
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void SetPhysicsMotionState(uint32_t value);
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/**
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* Returns the ClimbableType of this entity
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* @return the ClimbableType of this entity
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*/
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const eClimbableType& GetClimabbleType() { return m_ClimbableType; }
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/**
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* Sets the ClimbableType of this entity
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* @param value the ClimbableType to set
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*/
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void SetClimbableType(const eClimbableType& value) { m_ClimbableType = value; }
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private:
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/**
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* The current velocity of the entity
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*/
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NiPoint3 m_Velocity = NiPoint3Constant::ZERO;
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/**
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* The current angular velocity of the entity
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*/
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NiPoint3 m_AngularVelocity = NiPoint3Constant::ZERO;
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/**
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* Whether or not the velocity has changed
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*/
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bool m_DirtyVelocity = true;
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/**
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* The current physics motion state
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*/
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uint32_t m_PhysicsMotionState = 5;
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bool m_DirtyPhysicsMotionState = true;
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/**
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* Whether or not the entity is climbable
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*/
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eClimbableType m_ClimbableType = eClimbableType::CLIMBABLE_TYPE_NOT;
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};
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#endif // SIMPLEPHYSICSCOMPONENT_H
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