DarkflameServer/dGame/dComponents/SimplePhysicsComponent.cpp
David Markowitz 2f315d9288
feat: Movement behaviors (#1815)
* Move in all directions is functional

* feat: add movement behaviors

the following behaviors will function
MoveRight
MoveLeft
FlyUp
FlyDown
MoveForward
MoveBackward

The behavior of the behaviors is once a move in an axis is active, that behavior must finish its movement before another one on that axis can do another movement on it.
2025-06-11 12:52:15 -07:00

74 lines
2.2 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include "SimplePhysicsComponent.h"
#include "BitStream.h"
#include "Game.h"
#include "Logger.h"
#include "dpWorld.h"
#include "CDClientManager.h"
#include "CDPhysicsComponentTable.h"
#include "Entity.h"
SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, int32_t componentID) : PhysicsComponent(parent, componentID) {
m_Position = m_Parent->GetDefaultPosition();
m_Rotation = m_Parent->GetDefaultRotation();
const auto& climbable_type = m_Parent->GetVar<std::u16string>(u"climbable");
if (climbable_type == u"wall") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL);
} else if (climbable_type == u"ladder") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER);
} else if (climbable_type == u"wallstick") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL_STICK);
} else {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
}
m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
}
SimplePhysicsComponent::~SimplePhysicsComponent() {
}
void SimplePhysicsComponent::Update(const float deltaTime) {
if (m_Velocity == NiPoint3Constant::ZERO) return;
m_Position += m_Velocity * deltaTime;
m_DirtyPosition = true;
Game::entityManager->SerializeEntity(m_Parent);
}
void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
if (bIsInitialUpdate) {
outBitStream.Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT);
outBitStream.Write(m_ClimbableType);
}
outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
if (m_DirtyVelocity || bIsInitialUpdate) {
outBitStream.Write(m_Velocity);
outBitStream.Write(m_AngularVelocity);
m_DirtyVelocity = false;
}
// Physics motion state
outBitStream.Write(m_DirtyPhysicsMotionState || bIsInitialUpdate);
if (m_DirtyPhysicsMotionState || bIsInitialUpdate) {
outBitStream.Write<uint32_t>(m_PhysicsMotionState);
m_DirtyPhysicsMotionState = false;
}
PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
}
uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const {
return m_PhysicsMotionState;
}
void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
m_DirtyPhysicsMotionState = m_PhysicsMotionState != value;
m_PhysicsMotionState = value;
}