DarkflameServer/dGame/dComponents/VehiclePhysicsComponent.h
David Markowitz 132d31d3ab
Fix vehicle serialization during races (#1122)
* Fix vehicle serialization during races

- Add missing frame stats reading
- correct the inversion of rotation
- correct serialization order
- use proper dirty flags

Tested that racers are no longer sideways on certain vertical slopes and stay in sync throughout the whole race.

* Update ClientPackets.cpp

* Update ClientPackets.cpp

* Update VehiclePhysicsComponent.h
2023-06-20 09:19:21 -05:00

135 lines
3.1 KiB
C++

#pragma once
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
struct RemoteInputInfo {
void operator=(const RemoteInputInfo& other) {
m_RemoteInputX = other.m_RemoteInputX;
m_RemoteInputY = other.m_RemoteInputY;
m_IsPowersliding = other.m_IsPowersliding;
m_IsModified = other.m_IsModified;
}
bool operator==(const RemoteInputInfo& other) {
return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
}
float m_RemoteInputX;
float m_RemoteInputY;
bool m_IsPowersliding;
bool m_IsModified;
};
/**
* Physics component for vehicles.
*/
class VehiclePhysicsComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::VEHICLE_PHYSICS;
VehiclePhysicsComponent(Entity* parentEntity);
~VehiclePhysicsComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
void Update(float deltaTime) override;
/**
* Sets the position
* @param pos the new position
*/
void SetPosition(const NiPoint3& pos);
/**
* Gets the position
* @return the position
*/
const NiPoint3& GetPosition() const { return m_Position; }
/**
* Sets the rotation
* @param rot the new rotation
*/
void SetRotation(const NiQuaternion& rot);
/**
* Gets the rotation
* @return the rotation
*/
const NiQuaternion& GetRotation() const { return m_Rotation; }
/**
* Sets the velocity
* @param vel the new velocity
*/
void SetVelocity(const NiPoint3& vel);
/**
* Gets the velocity
* @return the velocity
*/
const NiPoint3& GetVelocity() const { return m_Velocity; }
/**
* Sets the angular velocity
* @param vel the new angular velocity
*/
void SetAngularVelocity(const NiPoint3& vel);
/**
* Gets the angular velocity
* @return the angular velocity
*/
const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
/**
* Sets whether the vehicle is on the ground
* @param val whether the vehicle is on the ground
*/
void SetIsOnGround(bool val);
/**
* Gets whether the vehicle is on the ground
* @return whether the vehicle is on the ground
*/
const bool GetIsOnGround() const { return m_IsOnGround; }
/**
* Gets whether the vehicle is on rail
* @return whether the vehicle is on rail
*/
void SetIsOnRail(bool val);
/**
* Gets whether the vehicle is on rail
* @return whether the vehicle is on rail
*/
const bool GetIsOnRail() const { return m_IsOnRail; }
void SetDirtyPosition(bool val);
void SetDirtyVelocity(bool val);
void SetDirtyAngularVelocity(bool val);
void SetRemoteInputInfo(const RemoteInputInfo&);
private:
bool m_DirtyPosition;
NiPoint3 m_Position;
NiQuaternion m_Rotation;
bool m_DirtyVelocity;
NiPoint3 m_Velocity;
bool m_DirtyAngularVelocity;
NiPoint3 m_AngularVelocity;
bool m_IsOnGround;
bool m_IsOnRail;
float m_SoftUpdate = 0;
uint32_t m_EndBehavior;
RemoteInputInfo m_RemoteInputInfo;
bool m_DirtyRemoteInput;
};