mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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84 lines
2.3 KiB
C++
84 lines
2.3 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "SimplePhysicsComponent.h"
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#include "BitStream.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "dpWorld.h"
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#include "CDClientManager.h"
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#include "CDPhysicsComponentTable.h"
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#include "Entity.h"
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SimplePhysicsComponent::SimplePhysicsComponent(uint32_t componentID, Entity* parent) : Component(parent) {
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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m_IsDirty = true;
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std::u16string climbable_type = m_Parent->GetVar<std::u16string>(u"climbable");
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if (climbable_type == u"wall") {
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SetClimbableType(CLIMBABLE_TYPE_WALL);
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} else if (climbable_type == u"ladder") {
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SetClimbableType(CLIMBABLE_TYPE_LADDER);
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} else if (climbable_type == u"wallstick") {
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SetClimbableType(CLIMBABLE_TYPE_WALL_STICK);
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} else {
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SetClimbableType(CLIMBABLE_TYPE_NOT);
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}
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}
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SimplePhysicsComponent::~SimplePhysicsComponent() {
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}
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void SimplePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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if (bIsInitialUpdate) {
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outBitStream->Write(m_ClimbableType > 0);
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outBitStream->Write<int32_t>(m_ClimbableType);
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}
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outBitStream->Write(m_DirtyVelocity || bIsInitialUpdate);
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if (m_DirtyVelocity || bIsInitialUpdate) {
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outBitStream->Write(m_Velocity);
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outBitStream->Write(m_AngularVelocity);
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m_DirtyVelocity = false;
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}
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// Physics motion state
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if (m_PhysicsMotionState != 0)
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{
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outBitStream->Write1();
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outBitStream->Write<uint32_t>(m_PhysicsMotionState);
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}
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else
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{
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outBitStream->Write0();
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}
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outBitStream->Write(m_IsDirty || bIsInitialUpdate);
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if (m_IsDirty || bIsInitialUpdate) {
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outBitStream->Write(m_Position.x);
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outBitStream->Write(m_Position.y);
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outBitStream->Write(m_Position.z);
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outBitStream->Write(m_Rotation.x);
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outBitStream->Write(m_Rotation.y);
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outBitStream->Write(m_Rotation.z);
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outBitStream->Write(m_Rotation.w);
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m_IsDirty = false;
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}
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}
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uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const
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{
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return m_PhysicsMotionState;
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}
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void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value)
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{
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m_PhysicsMotionState = value;
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}
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