DarkflameServer/dGame/dComponents/SimplePhysicsComponent.cpp
David Markowitz 6f057204be Rename some variables
- Add order for loading Components
- Enforce all components have Entity* in the first argument
2023-06-09 02:46:01 -07:00

79 lines
2.2 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include "SimplePhysicsComponent.h"
#include "BitStream.h"
#include "Game.h"
#include "dLogger.h"
#include "dpWorld.h"
#include "CDClientManager.h"
#include "CDPhysicsComponentTable.h"
#include "Entity.h"
SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, uint32_t componentID) : Component(parent) {
m_Position = m_ParentEntity->GetDefaultPosition();
m_Rotation = m_ParentEntity->GetDefaultRotation();
m_IsDirty = true;
const auto& climbable_type = m_ParentEntity->GetVar<std::u16string>(u"climbable");
if (climbable_type == u"wall") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL);
} else if (climbable_type == u"ladder") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER);
} else if (climbable_type == u"wallstick") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL_STICK);
} else {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
}
}
SimplePhysicsComponent::~SimplePhysicsComponent() {
}
void SimplePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
if (bIsInitialUpdate) {
outBitStream->Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT);
outBitStream->Write(m_ClimbableType);
}
outBitStream->Write(m_DirtyVelocity || bIsInitialUpdate);
if (m_DirtyVelocity || bIsInitialUpdate) {
outBitStream->Write(m_Velocity);
outBitStream->Write(m_AngularVelocity);
m_DirtyVelocity = false;
}
// Physics motion state
if (m_PhysicsMotionState != 0) {
outBitStream->Write1();
outBitStream->Write<uint32_t>(m_PhysicsMotionState);
} else {
outBitStream->Write0();
}
outBitStream->Write(m_IsDirty || bIsInitialUpdate);
if (m_IsDirty || bIsInitialUpdate) {
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);
m_IsDirty = false;
}
}
uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const {
return m_PhysicsMotionState;
}
void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
m_PhysicsMotionState = value;
}