DarkflameServer/dGame/dComponents/RigidbodyPhantomPhysicsComponent.h
Aaron Kimbrell e524b86e12
breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00

72 lines
1.6 KiB
C++

/*
* Darkflame Universe
* Copyright 2019
*/
#ifndef RIGIDBODYPHANTOMPHYSICS_H
#define RIGIDBODYPHANTOMPHYSICS_H
#include "BitStream.h"
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
* bananas that fall from trees in GF.
*/
class RigidbodyPhantomPhysicsComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
RigidbodyPhantomPhysicsComponent(Entity* parent);
~RigidbodyPhantomPhysicsComponent() 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 for this entity
* @param rot the rotation to tset
*/
void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }
private:
/**
* The position of this entity
*/
NiPoint3 m_Position;
/**
* The rotation of this entity
*/
NiQuaternion m_Rotation;
/**
* Whether or not the component should be serialized
*/
bool m_IsDirty;
};
#endif // RIGIDBODYPHANTOMPHYSICS_H