Files
DarkflameServer/dGame/dComponents/RigidbodyPhantomPhysicsComponent.cpp
Aaron Kimbrell 43b99b730f refactor(component): physics components load in the client's phases
The physics row's collision group in LoadDataFromTemplate and the level's
CollisionGroupID in LoadConfigData; each physics type then reads its own level
keys and makes its physics after that, in the same order as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 08:34:28 -05:00

73 lines
2.2 KiB
C++

// Darkflame Universe
// Copyright 2024
#include "RigidbodyPhantomPhysicsComponent.h"
#include "Entity.h"
#include "dpEntity.h"
#include "CDComponentsRegistryTable.h"
#include "CDPhysicsComponentTable.h"
#include "dpWorld.h"
#include "dpShapeBox.h"
#include "dpShapeSphere.h"
#include "EntityInfo.h"
#include "Amf3.h"
RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
RegisterMsg(&RigidbodyPhantomPhysicsComponent::OnGetObjectReportInfo);
m_Position = m_Parent->GetDefaultPosition();
m_Rotation = m_Parent->GetDefaultRotation();
m_Scale = m_Parent->GetDefaultScale();
}
// After the physics config: its physics
void RigidbodyPhantomPhysicsComponent::LoadConfigData() {
PhysicsComponent::LoadConfigData();
if (m_Parent->GetVar<bool>(u"create_physics")) {
m_dpEntity = CreatePhysicsLnv(m_Scale, ComponentType);
if (!m_dpEntity) {
m_dpEntity = CreatePhysicsEntity(ComponentType);
if (!m_dpEntity) return;
m_dpEntity->SetScale(m_Scale);
m_dpEntity->SetRotation(m_Rotation);
m_dpEntity->SetPosition(m_Position);
dpWorld::AddEntity(m_dpEntity);
}
}
}
void RigidbodyPhantomPhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
}
void RigidbodyPhantomPhysicsComponent::Run(const float deltaTime) {
if (!m_dpEntity) return;
//Process enter events
for (const auto id : m_dpEntity->GetNewObjects()) {
m_Parent->OnCollisionPhantom(id);
}
//Process exit events
for (const auto id : m_dpEntity->GetRemovedObjects()) {
m_Parent->OnCollisionLeavePhantom(id);
}
}
void RigidbodyPhantomPhysicsComponent::SpawnVertices() const {
if (!m_dpEntity) {
LOG("No dpEntity to spawn vertices for %llu:%i", m_Parent->GetObjectID(), m_Parent->GetLOT());
return;
}
PhysicsComponent::SpawnVertices(m_dpEntity);
}
bool RigidbodyPhantomPhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
PhysicsComponent::OnGetObjectReportInfo(reportInfo);
auto& info = reportInfo.subCategory->PushDebug("Rigidbody Phantom Info");
info.PushDebug<AMFDoubleValue>("Scale") = m_Scale;
return true;
}