mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +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++
/*
|
|
* Darkflame Universe
|
|
* Copyright 2018
|
|
*/
|
|
|
|
#ifndef SIMPLEPHYSICSCOMPONENT_H
|
|
#define SIMPLEPHYSICSCOMPONENT_H
|
|
|
|
#include "dCommonVars.h"
|
|
#include "RakNetTypes.h"
|
|
#include "NiPoint3.h"
|
|
#include "NiQuaternion.h"
|
|
#include "PhysicsComponent.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
class Entity;
|
|
|
|
enum class eClimbableType : int32_t {
|
|
CLIMBABLE_TYPE_NOT = 0,
|
|
CLIMBABLE_TYPE_LADDER,
|
|
CLIMBABLE_TYPE_WALL,
|
|
CLIMBABLE_TYPE_WALL_STICK
|
|
};
|
|
|
|
|
|
/**
|
|
* Component that serializes locations of entities to the client
|
|
*/
|
|
class SimplePhysicsComponent : public PhysicsComponent {
|
|
public:
|
|
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
|
|
|
|
SimplePhysicsComponent(Entity* parent, uint32_t componentID);
|
|
~SimplePhysicsComponent() override;
|
|
|
|
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
|
|
|
/**
|
|
* 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);
|
|
|
|
/**
|
|
* Returns the ClimbableType of this entity
|
|
* @return the ClimbableType of this entity
|
|
*/
|
|
const eClimbableType& GetClimabbleType() { return m_ClimbableType; }
|
|
|
|
/**
|
|
* Sets the ClimbableType of this entity
|
|
* @param value the ClimbableType to set
|
|
*/
|
|
void SetClimbableType(const eClimbableType& value) { m_ClimbableType = value; }
|
|
|
|
private:
|
|
/**
|
|
* The current velocity of the entity
|
|
*/
|
|
NiPoint3 m_Velocity = NiPoint3Constant::ZERO;
|
|
|
|
/**
|
|
* The current angular velocity of the entity
|
|
*/
|
|
NiPoint3 m_AngularVelocity = NiPoint3Constant::ZERO;
|
|
|
|
/**
|
|
* Whether or not the velocity has changed
|
|
*/
|
|
bool m_DirtyVelocity = true;
|
|
|
|
/**
|
|
* The current physics motion state
|
|
*/
|
|
uint32_t m_PhysicsMotionState = 5;
|
|
|
|
bool m_DirtyPhysicsMotionState = true;
|
|
|
|
/**
|
|
* Whether or not the entity is climbable
|
|
*/
|
|
eClimbableType m_ClimbableType = eClimbableType::CLIMBABLE_TYPE_NOT;
|
|
};
|
|
|
|
#endif // SIMPLEPHYSICSCOMPONENT_H
|