DarkflameServer/dGame/dComponents/PhysicsComponent.cpp
jadebenn b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00

22 lines
717 B
C++

#include "PhysicsComponent.h"
PhysicsComponent::PhysicsComponent(Entity* parent) : Component(parent) {
m_Position = NiPoint3Constant::ZERO;
m_Rotation = NiQuaternionConstant::IDENTITY;
m_DirtyPosition = false;
}
void PhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(bIsInitialUpdate || m_DirtyPosition);
if (bIsInitialUpdate || m_DirtyPosition) {
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);
if (!bIsInitialUpdate) m_DirtyPosition = false;
}
}