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https://github.com/DarkflameUniverse/DarkflameServer
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
33 lines
889 B
C++
33 lines
889 B
C++
#ifndef __PHYSICSCOMPONENT__H__
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#define __PHYSICSCOMPONENT__H__
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#include "Component.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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namespace Raknet {
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class BitStream;
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};
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class PhysicsComponent : public Component {
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public:
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PhysicsComponent(Entity* parent);
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virtual ~PhysicsComponent() = default;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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const NiPoint3& GetPosition() const { return m_Position; }
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virtual void SetPosition(const NiPoint3& pos) { if (m_Position == pos) return; m_Position = pos; m_DirtyPosition = true; }
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const NiQuaternion& GetRotation() const { return m_Rotation; }
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virtual void SetRotation(const NiQuaternion& rot) { if (m_Rotation == rot) return; m_Rotation = rot; m_DirtyPosition = true; }
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protected:
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NiPoint3 m_Position;
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NiQuaternion m_Rotation;
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bool m_DirtyPosition;
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};
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#endif //!__PHYSICSCOMPONENT__H__
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