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https://github.com/DarkflameUniverse/DarkflameServer.git
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f60ea40acc
* randominze between 0 and 7 inclusive for the different animation types * Make the end behavior deterministic unpon loading So that all players see the same animations for each other
113 lines
2.6 KiB
C++
113 lines
2.6 KiB
C++
#include "VehiclePhysicsComponent.h"
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#include "EntityManager.h"
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VehiclePhysicsComponent::VehiclePhysicsComponent(Entity* parent) : Component(parent) {
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m_Position = NiPoint3::ZERO;
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m_Rotation = NiQuaternion::IDENTITY;
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m_Velocity = NiPoint3::ZERO;
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m_AngularVelocity = NiPoint3::ZERO;
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m_IsOnGround = true;
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m_IsOnRail = false;
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m_DirtyPosition = true;
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m_DirtyVelocity = true;
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m_DirtyAngularVelocity = true;
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m_EndBehavior = GeneralUtils::GenerateRandomNumber<uint32_t>(0, 7);
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}
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VehiclePhysicsComponent::~VehiclePhysicsComponent() {
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}
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void VehiclePhysicsComponent::SetPosition(const NiPoint3& pos) {
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m_Position = pos;
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}
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void VehiclePhysicsComponent::SetRotation(const NiQuaternion& rot) {
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m_DirtyPosition = true;
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m_Rotation = rot;
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}
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void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
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m_DirtyPosition = true;
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m_Velocity = vel;
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}
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void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
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m_DirtyPosition = true;
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m_AngularVelocity = vel;
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}
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void VehiclePhysicsComponent::SetIsOnGround(bool val) {
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m_DirtyPosition = true;
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m_IsOnGround = val;
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}
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void VehiclePhysicsComponent::SetIsOnRail(bool val) {
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m_DirtyPosition = true;
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m_IsOnRail = val;
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}
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void VehiclePhysicsComponent::SetDirtyPosition(bool val) {
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m_DirtyPosition = val;
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}
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void VehiclePhysicsComponent::SetDirtyVelocity(bool val) {
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m_DirtyVelocity = val;
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}
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void VehiclePhysicsComponent::SetDirtyAngularVelocity(bool val) {
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m_DirtyAngularVelocity = val;
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}
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void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
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if (bIsInitialUpdate || m_DirtyPosition) {
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outBitStream->Write(m_Position);
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outBitStream->Write(m_Rotation);
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outBitStream->Write(m_IsOnGround);
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outBitStream->Write(m_IsOnRail);
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outBitStream->Write(bIsInitialUpdate || m_DirtyVelocity);
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if (bIsInitialUpdate || m_DirtyVelocity) {
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outBitStream->Write(m_Velocity);
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}
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outBitStream->Write(bIsInitialUpdate || m_DirtyAngularVelocity);
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if (bIsInitialUpdate || m_DirtyAngularVelocity) {
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outBitStream->Write(m_AngularVelocity);
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}
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outBitStream->Write0();
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outBitStream->Write0();
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outBitStream->Write(0.0f);
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if (!bIsInitialUpdate) {
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outBitStream->Write0();
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}
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}
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if (bIsInitialUpdate) {
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outBitStream->Write<uint8_t>(m_EndBehavior);
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outBitStream->Write1();
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}
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outBitStream->Write0();
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}
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void VehiclePhysicsComponent::Update(float deltaTime) {
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if (m_SoftUpdate > 5) {
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EntityManager::Instance()->SerializeEntity(m_Parent);
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m_SoftUpdate = 0;
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} else {
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m_SoftUpdate += deltaTime;
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}
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}
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