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Adds the Entity object.
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Engine/source/T3D/Entity.cpp
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1898
Engine/source/T3D/Entity.cpp
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Engine/source/T3D/Entity.h
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Engine/source/T3D/Entity.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef ENTITY_H
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#define ENTITY_H
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#ifndef _GAMEBASE_H_
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#include "T3D/gameBase/gameBase.h"
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#endif
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#ifndef _MOVEMANAGER_H_
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#include "T3D/gameBase/moveManager.h"
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#endif
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#ifndef COMPONENT_H
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#include "T3D/Components/Component.h"
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#endif
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#ifndef MROTATION_H
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#include "math/mRotation.h"
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#endif
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#ifndef _CONTAINERQUERY_H_
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#include "T3D/containerQuery.h"
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#endif
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//**************************************************************************
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// Entity
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//**************************************************************************
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class Entity : public GameBase
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{
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typedef GameBase Parent;
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friend class Component;
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private:
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Point3F mPos;
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RotationF mRot;
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Vector<Component*> mComponents;
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Vector<Component*> mToLoadComponents;
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bool mStartComponentUpdate;
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ContainerQueryInfo containerInfo;
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bool mInitialized;
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Signal< void(Component*) > Entity::onComponentAdded;
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Signal< void(Component*) > Entity::onComponentRemoved;
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Signal< void(MatrixF*) > Entity::onTransformSet;
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protected:
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virtual void processTick(const Move* move);
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virtual void advanceTime(F32 dt);
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virtual void interpolateTick(F32 delta);
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void prepRenderImage(SceneRenderState *state);
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virtual bool onAdd();
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virtual void onRemove();
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public:
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struct StateDelta
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{
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Move move; ///< Last move from server
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F32 dt; ///< Last interpolation time
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// Interpolation data
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Point3F pos;
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Point3F posVec;
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QuatF rot[2];
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// Warp data
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S32 warpTicks; ///< Number of ticks to warp
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S32 warpCount; ///< Current pos in warp
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Point3F warpOffset;
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QuatF warpRot[2];
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};
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enum MaskBits
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{
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TransformMask = Parent::NextFreeMask << 0,
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BoundsMask = Parent::NextFreeMask << 1,
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ComponentsMask = Parent::NextFreeMask << 2,
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NoWarpMask = Parent::NextFreeMask << 3,
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NextFreeMask = Parent::NextFreeMask << 4
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};
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StateDelta mDelta;
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S32 mPredictionCount; ///< Number of ticks to predict
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Move lastMove;
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//
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Entity();
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~Entity();
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static void initPersistFields();
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virtual void onPostAdd();
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virtual void setTransform(const MatrixF &mat);
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virtual void setRenderTransform(const MatrixF &mat);
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void setTransform(Point3F position, RotationF rotation);
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void setRenderTransform(Point3F position, RotationF rotation);
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virtual MatrixF getTransform();
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virtual Point3F getPosition() const { return mPos; }
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//void setTransform(Point3F position, RotationF rot);
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//void setRotation(RotationF rotation);
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void setRotation(RotationF rotation) {
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mRot = rotation;
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setMaskBits(TransformMask);
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};
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RotationF getRotation() { return mRot; }
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void setMountOffset(Point3F posOffset);
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void setMountRotation(EulerF rotOffset);
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//static bool _setEulerRotation( void *object, const char *index, const char *data );
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static bool _setPosition(void *object, const char *index, const char *data);
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static const char * _getPosition(void* obj, const char* data);
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static bool _setRotation(void *object, const char *index, const char *data);
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static const char * _getRotation(void* obj, const char* data);
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virtual void getMountTransform(S32 index, const MatrixF &xfm, MatrixF *outMat);
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virtual void getRenderMountTransform(F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat);
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void setForwardVector(VectorF newForward, VectorF upVector = VectorF::Zero);
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virtual void mountObject(SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity);
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void mountObject(SceneObject* objB, MatrixF txfm);
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void onMount(SceneObject *obj, S32 node);
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void onUnmount(SceneObject *obj, S32 node);
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// NetObject
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void setComponentsDirty();
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void setComponentDirty(Component *comp, bool forceUpdate = false);
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//Components
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virtual bool deferAddingComponents() const { return true; }
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template <class T>
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T* getComponent();
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template <class T>
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Vector<T*> getComponents();
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Component* getComponent(String componentType);
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U32 getComponentCount() const
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{
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return mComponents.size();
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}
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virtual void setObjectBox(Box3F objBox);
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void resetWorldBox() { Parent::resetWorldBox(); }
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void resetObjectBox() { Parent::resetObjectBox(); }
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void resetRenderWorldBox() { Parent::resetRenderWorldBox(); }
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//function redirects for collisions
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info);
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
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virtual void buildConvex(const Box3F& box, Convex* convex);
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Signal< void(SimObject*, String, String) > onDataSet;
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virtual void setDataField(StringTableEntry slotName, const char *array, const char *value);
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virtual void onStaticModified(const char* slotName, const char* newValue);
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//void pushEvent(const char* eventName, Vector<const char*> eventParams);
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void updateContainer();
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ContainerQueryInfo getContainerInfo() { return containerInfo; }
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//camera stuff
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virtual void getCameraTransform(F32* pos, MatrixF* mat);
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virtual void onCameraScopeQuery(NetConnection* connection, CameraScopeQuery* query);
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//Heirarchy stuff
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virtual void addObject(SimObject* object);
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virtual void removeObject(SimObject* object);
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virtual SimObject* findObjectByInternalName(StringTableEntry internalName, bool searchChildren);
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//component stuff
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bool addComponent(Component *comp);
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bool removeComponent(Component *comp, bool deleteComponent);
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void clearComponents(bool deleteComponents = true);
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Component* getComponent(const U32 index) const;
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void onInspect();
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void onEndInspect();
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virtual void write(Stream &stream, U32 tabStop, U32 flags);
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// TamlChildren
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virtual U32 getTamlChildCount(void) const
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{
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U32 componentCount = getComponentCount();
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U32 childSize = (U32)size();
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return componentCount + childSize;
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}
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virtual SimObject* getTamlChild(const U32 childIndex) const;
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virtual void addTamlChild(SimObject* pSimObject)
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{
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// Sanity!
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AssertFatal(pSimObject != NULL, "SimSet::addTamlChild() - Cannot add a NULL child object.");
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addObject(pSimObject);
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}
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Box3F getObjectBox() { return mObjBox; }
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MatrixF getWorldToObj() { return mWorldToObj; }
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MatrixF getObjToWorld() { return mObjToWorld; }
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DECLARE_CONOBJECT(Entity);
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};
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template <class T>
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T *Entity::getComponent()
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{
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U32 componentCount = getComponentCount();
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for (U32 i = 0; i < componentCount; i++)
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{
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T* t = dynamic_cast<T *>(mComponents[i]);
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if (t)
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{
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return t;
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}
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}
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return NULL;
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}
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template <class T>
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Vector<T*> Entity::getComponents()
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{
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Vector<T*> foundObjects;
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T *curObj;
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Component* comp;
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// Loop through our child objects.
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for (U32 i = 0; i < mComponents.size(); i++)
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{
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if (!mComponents[i]->isEnabled())
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continue;
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curObj = dynamic_cast<T*>(mComponents[i]);
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// Add this child object if appropriate.
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if (curObj)
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foundObjects.push_back(curObj);
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}
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return foundObjects;
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}
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#endif //ENTITY_H
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@ -147,21 +147,25 @@ enum SceneObjectTypes
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/// @see PhysicalZone
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PhysicalZoneObjectType = BIT( 22 ),
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EntityObjectType = BIT(23),
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/// @}
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};
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enum SceneObjectTypeMasks
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{
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STATIC_COLLISION_TYPEMASK = StaticShapeObjectType,
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STATIC_COLLISION_TYPEMASK = (StaticShapeObjectType |
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EntityObjectType),
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DAMAGEABLE_TYPEMASK = ( PlayerObjectType |
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EntityObjectType |
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VehicleObjectType ),
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/// Typemask for objects that should be rendered into shadow passes.
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/// These should be all objects that are either meant to receive or cast
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/// shadows or both.
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SHADOW_TYPEMASK = ( StaticShapeObjectType |
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DynamicShapeObjectType ),
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DynamicShapeObjectType |
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EntityObjectType),
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/// Typemask for objects that should be subjected to more fine-grained
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/// culling tests. Anything that is trivial rendering stuff or doesn't
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@ -172,6 +176,7 @@ enum SceneObjectTypeMasks
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CULLING_INCLUDE_TYPEMASK = ( GameBaseObjectType | // Includes most other renderable types; but broader than we ideally want.
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StaticShapeObjectType |
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DynamicShapeObjectType |
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EntityObjectType |
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ZoneObjectType ), // This improves the result of zone traversals.
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/// Mask for objects that should be specifically excluded from zone culling.
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@ -185,7 +190,9 @@ enum SceneObjectTypeMasks
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StaticShapeObjectType |
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DynamicShapeObjectType |
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LightObjectType | // Flares.
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GameBaseObjectType ),
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GameBaseObjectType |
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TriggerObjectType |
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EntityObjectType),
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/// Typemask to use for rendering when inside the editor.
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EDITOR_RENDER_TYPEMASK = U32( -1 ),
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