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0545adfac3
Have fun!
71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#ifndef RIGIDBODYPHANTOMPHYSICS_H
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#define RIGIDBODYPHANTOMPHYSICS_H
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#include "BitStream.h"
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "Component.h"
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/**
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* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
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* bananas that fall from trees in GF.
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*/
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class RigidbodyPhantomPhysicsComponent : public Component {
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_PHANTOM_PHYSICS;
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RigidbodyPhantomPhysicsComponent(Entity* parent);
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~RigidbodyPhantomPhysicsComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Returns the position of this entity
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* @return the position of this entity
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*/
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NiPoint3& GetPosition() { return m_Position; }
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/**
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* Sets the position of this entity
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* @param pos the position to set
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*/
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void SetPosition(const NiPoint3& pos) { m_Position = pos; m_IsDirty = true; }
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/**
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* Returns the rotation of this entity
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* @return the rotation of this entity
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*/
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NiQuaternion& GetRotation() { return m_Rotation; }
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/**
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* Sets the rotation for this entity
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* @param rot the rotation to tset
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*/
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void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }
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private:
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/**
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* The position of this entity
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*/
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NiPoint3 m_Position;
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/**
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* The rotation of this entity
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*/
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NiQuaternion m_Rotation;
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/**
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* Whether or not the component should be serialized
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*/
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bool m_IsDirty;
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};
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#endif // RIGIDBODYPHANTOMPHYSICS_H
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