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Engine directory for ticket #1
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Engine/source/T3D/physics/physicsPlayer.h
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74
Engine/source/T3D/physics/physicsPlayer.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 _T3D_PHYSICS_PHYSICSPLAYER_H_
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#define _T3D_PHYSICS_PHYSICSPLAYER_H_
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#ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_
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#include "T3D/physics/physicsObject.h"
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#endif
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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class CollisionList;
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//struct ObjectRenderInst;
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//class BaseMatInstance;
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//class Player;
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//class SceneState;
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class SceneObject;
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///
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class PhysicsPlayer : public PhysicsObject
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{
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public:
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PhysicsPlayer() {}
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virtual ~PhysicsPlayer() {};
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///
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virtual void init( const char *type,
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const Point3F &size,
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F32 runSurfaceCos,
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F32 stepHeight,
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SceneObject *obj,
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PhysicsWorld *world ) = 0;
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virtual void findContact( SceneObject **contactObject,
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VectorF *contactNormal,
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Vector<SceneObject*> *outOverlapObjects ) const = 0;
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virtual Point3F move( const VectorF &displacement, CollisionList &outCol ) = 0;
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virtual bool testSpacials( const Point3F &nPos, const Point3F &nSize ) const = 0;
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virtual void setSpacials( const Point3F &nPos, const Point3F &nSize ) = 0;
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virtual void enableCollision() = 0;
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virtual void disableCollision() = 0;
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};
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#endif // _T3D_PHYSICS_PHYSICSPLAYER_H_
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