mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
2ca61c3e57
* rigid as heck * abstract physics creation to separate function * loading Update FvRacePillarDServer.cpp consolidate abcd pillar logic modularization Update SimplePhysicsComponent.cpp Update EntityManager.cpp Update MovingPlatformComponent.cpp still need another pass * geiser works * columns working finally * consolidate logic * constiness * Update PhantomPhysicsComponent.cpp * Update PhysicsComponent.cpp * revert testing code * add versions info --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
180 lines
4.5 KiB
C++
180 lines
4.5 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#pragma once
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "BitStream.h"
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#include <vector>
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#include "CppScripts.h"
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#include "InvalidScript.h"
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#include "eReplicaComponentType.h"
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#include "PhysicsComponent.h"
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class LDFBaseData;
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class Entity;
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class dpEntity;
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enum class ePhysicsEffectType : uint32_t ;
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enum class eReplicaComponentType : uint32_t;
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/**
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* Allows the creation of phantom physics for an entity: a physics object that is generally invisible but can be
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* collided with using various shapes to detect collision on certain points in the map. Generally these are used to
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* trigger gameplay events, for example the bus in Avant Gardens that moves around when the player touches its physics
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* body. Optionally this object can also have effects, like the fans in AG.
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*/
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class PhantomPhysicsComponent final : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
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PhantomPhysicsComponent(Entity* parent);
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~PhantomPhysicsComponent() override;
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Sets the direction this physics object is pointed at
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* @param pos the direction to set
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*/
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void SetDirection(const NiPoint3& pos);
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/**
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* Returns the direction this physics object is pointed at
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* @return the direction this physics object is pointed at
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*/
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const NiPoint3& GetDirection() const { return m_Direction; }
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/**
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* Returns the multiplier by which the direction coordinates are multiplied
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* @return the multiplier by which the direction coordinates are multiplied
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*/
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float GetDirectionalMultiplier() const { return m_DirectionalMultiplier; }
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/**
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* Sets the multiplier by which direction coordinates are multiplied
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* @param mul the multiplier to set
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*/
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void SetDirectionalMultiplier(float mul);
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/**
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* Returns whether or not there's currently an effect active
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* @return true if there's an effect active, false otherwise
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*/
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bool GetPhysicsEffectActive() const { return m_IsPhysicsEffectActive; }
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/**
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* Sets whether or not there's a physics effect active
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* @param val whether or not there's an effect active
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*/
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void SetPhysicsEffectActive(bool val) { m_IsPhysicsEffectActive = val; m_EffectInfoDirty = true; }
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/**
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* Sets the position of this physics object
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* @param pos the position to set
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*/
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void SetPosition(const NiPoint3& pos) override;
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/**
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* Sets the rotation of this physics object
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* @param rot the rotation to set
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*/
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void SetRotation(const NiQuaternion& rot) override;
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/**
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* Returns the effect that's currently active, defaults to 0
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* @return the effect that's currently active
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*/
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ePhysicsEffectType GetEffectType() const { return m_EffectType; }
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/**
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* Sets the effect that's currently active
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* @param type the effect to set
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*/
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void SetEffectType(ePhysicsEffectType type);
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/**
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* Returns the Physics entity for the component
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* @return Physics entity for the component
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*/
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dpEntity* GetdpEntity() const { return m_dpEntity; }
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/**
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* Spawns an object at each of the vertices for debugging purposes
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*/
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void SpawnVertices() const;
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/**
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* Legacy stuff no clue what this does
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*/
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void SetMin(uint32_t min);
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/**
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* Legacy stuff no clue what this does
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*/
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void SetMax(uint32_t max);
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private:
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/**
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* A scale to apply to the size of the physics object
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*/
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float m_Scale;
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/**
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* Whether or not the effect has changed and needs to be serialized
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*/
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bool m_EffectInfoDirty;
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/**
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* Whether or not there's currently a physics effect active
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*/
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bool m_IsPhysicsEffectActive;
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/**
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* The physics effect that's currently active, defaults to 0
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*/
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ePhysicsEffectType m_EffectType;
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/**
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* A scaling multiplier to add to the directional vector
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*/
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float m_DirectionalMultiplier;
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bool m_MinMax;
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uint32_t m_Min;
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uint32_t m_Max;
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/**
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* Whether or not this physics object is pointed in some direction
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*/
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bool m_IsDirectional;
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/**
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* The direction this physics object is pointed in, if any
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*/
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NiPoint3 m_Direction;
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/**
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* The parent entity of this component
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*/
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dpEntity* m_dpEntity;
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/**
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* Whether or not this physics object represents an object that updates the respawn pos of an entity that crosses it
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*/
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bool m_IsRespawnVolume = false;
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/**
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* If this is a respawn volume, the exact position an entity will respawn
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*/
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NiPoint3 m_RespawnPos;
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/**
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* If this is a respawn volume, the exact rotation an entity will respawn
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*/
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NiQuaternion m_RespawnRot;
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};
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