DarkflameServer/dGame/dComponents/SimplePhysicsComponent.h
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

154 lines
3.5 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef SIMPLEPHYSICSCOMPONENT_H
#define SIMPLEPHYSICSCOMPONENT_H
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "Component.h"
#include "eReplicaComponentType.h"
class Entity;
enum class eClimbableType : int32_t {
CLIMBABLE_TYPE_NOT = 0,
CLIMBABLE_TYPE_LADDER,
CLIMBABLE_TYPE_WALL,
CLIMBABLE_TYPE_WALL_STICK
};
/**
* Component that serializes locations of entities to the client
*/
class SimplePhysicsComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
SimplePhysicsComponent(Entity* parent, uint32_t componentID);
~SimplePhysicsComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* Returns the position of this entity
* @return the position of this entity
*/
NiPoint3& GetPosition() { return m_Position; }
/**
* Sets the position of this entity
* @param pos the position to set
*/
void SetPosition(const NiPoint3& pos) { m_Position = pos; m_IsDirty = true; }
/**
* Returns the rotation of this entity
* @return the rotation of this entity
*/
NiQuaternion& GetRotation() { return m_Rotation; }
/**
* Sets the rotation of this entity
* @param rot
*/
void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }
/**
* Returns the velocity of this entity
* @return the velocity of this entity
*/
const NiPoint3& GetVelocity() { return m_Velocity; }
/**
* Sets the velocity of this entity
* @param value the velocity to set
*/
void SetVelocity(const NiPoint3& value) { m_Velocity = value; m_DirtyVelocity = true; }
/**
* Returns the angular velocity of this entity
* @return the angular velocity of this entity
*/
const NiPoint3& GetAngularVelocity() { return m_AngularVelocity; }
/**
* Sets the angular velocity of this entity
* @param value the angular velocity to set
*/
void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
/**
* Returns the physics motion state
* @return the physics motion state
*/
uint32_t GetPhysicsMotionState() const;
/**
* Sets the physics motion state
* @param value the motion state to set
*/
void SetPhysicsMotionState(uint32_t value);
/**
* Returns the ClimbableType of this entity
* @return the ClimbableType of this entity
*/
const eClimbableType& GetClimabbleType() { return m_ClimbableType; }
/**
* Sets the ClimbableType of this entity
* @param value the ClimbableType to set
*/
void SetClimbableType(const eClimbableType& value) { m_ClimbableType = value; }
private:
/**
* The current position of the entity
*/
NiPoint3 m_Position = NiPoint3::ZERO;
/**
* The current rotation of the entity
*/
NiQuaternion m_Rotation = NiQuaternion::IDENTITY;
/**
* The current velocity of the entity
*/
NiPoint3 m_Velocity = NiPoint3::ZERO;
/**
* The current angular velocity of the entity
*/
NiPoint3 m_AngularVelocity = NiPoint3::ZERO;
/**
* Whether or not the velocity has changed
*/
bool m_DirtyVelocity = true;
/**
* Whether or not the position has changed
*/
bool m_IsDirty = true;
/**
* The current physics motion state
*/
uint32_t m_PhysicsMotionState = 0;
/**
* Whether or not the entity is climbable
*/
eClimbableType m_ClimbableType = eClimbableType::CLIMBABLE_TYPE_NOT;
};
#endif // SIMPLEPHYSICSCOMPONENT_H