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Engine directory for ticket #1
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333
Engine/source/T3D/staticShape.cpp
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Engine/source/T3D/staticShape.cpp
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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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#include "platform/platform.h"
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#include "core/dnet.h"
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#include "core/stream/bitStream.h"
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#include "app/game.h"
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#include "math/mMath.h"
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#include "console/simBase.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "T3D/gameBase/moveManager.h"
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#include "ts/tsShapeInstance.h"
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#include "T3D/staticShape.h"
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#include "math/mathIO.h"
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#include "sim/netConnection.h"
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#include "scene/sceneObjectLightingPlugin.h"
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extern void wireCube(F32 size,Point3F pos);
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static const U32 sgAllowedDynamicTypes = 0xffffff;
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//----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(StaticShapeData);
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ConsoleDocClass( StaticShapeData,
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"@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n"
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"When it comes to placing 3D objects in the scene, you effectively have two options:\n\n"
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"1. TSStatic objects\n\n"
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"2. ShapeBase derived objects\n\n"
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"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
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"will use one of its child classes instead. Several game related objects are derived "
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"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
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"When you need a 3D object with datablock capabilities, you will use an object derived "
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"from ShapeBase. When you need an object with extremely low overhead, and with no other "
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"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
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"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
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"additional functionality you see in Player, Item, Vehicle or the other game play "
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"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
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"a datablock provides a location for common variables as well as having access to "
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"various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
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"@tsexample\n"
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"// Create a StaticShape using a datablock\n"
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"datablock StaticShapeData(BasicShapeData)\n"
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"{\n"
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" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
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" testVar = \"Simple string, not a stock variable\";\n"
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"};\n\n"
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"new StaticShape()\n"
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"{\n"
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" dataBlock = \"BasicShapeData\";\n"
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" position = \"0.0 0.0 0.0\";\n"
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" rotation = \"1 0 0 0\";\n"
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" scale = \"1 1 1\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see StaticShape\n"
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"@see ShapeBaseData\n"
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"@see TSStatic\n\n"
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"@ingroup gameObjects\n"
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"@ingroup Datablocks");
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StaticShapeData::StaticShapeData()
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{
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dynamicTypeField = 0;
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shadowEnable = true;
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noIndividualDamage = false;
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}
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void StaticShapeData::initPersistFields()
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{
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addField("noIndividualDamage", TypeBool, Offset(noIndividualDamage, StaticShapeData), "Deprecated\n\n @internal");
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addField("dynamicType", TypeS32, Offset(dynamicTypeField, StaticShapeData),
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"@brief An integer value which, if speficied, is added to the value retured by getType().\n\n"
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"This allows you to extend the type mask for a StaticShape that uses this datablock. Type masks "
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"are used for container queries, etc.");
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Parent::initPersistFields();
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}
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void StaticShapeData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->writeFlag(noIndividualDamage);
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stream->write(dynamicTypeField);
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}
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void StaticShapeData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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noIndividualDamage = stream->readFlag();
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stream->read(&dynamicTypeField);
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}
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//----------------------------------------------------------------------------
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IMPLEMENT_CO_NETOBJECT_V1(StaticShape);
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ConsoleDocClass( StaticShape,
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"@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n"
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"When it comes to placing 3D objects in the scene, you technically have two options:\n\n"
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"1. TSStatic objects\n\n"
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"2. ShapeBase derived objects\n\n"
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"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
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"will use one of its child classes instead. Several game related objects are derived "
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"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
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"When you need a 3D object with datablock capabilities, you will use an object derived "
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"from ShapeBase. When you need an object with extremely low overhead, and with no other "
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"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
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"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
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"additional functionality you see in Player, Item, Vehicle or the other game play "
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"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
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"a datablock provides a location for common variables as well as having access to "
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"various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
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"@tsexample\n"
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"// Create a StaticShape using a datablock\n"
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"datablock StaticShapeData(BasicShapeData)\n"
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"{\n"
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" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
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" testVar = \"Simple string, not a stock variable\";\n"
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"};\n\n"
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"new StaticShape()\n"
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"{\n"
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" dataBlock = \"BasicShapeData\";\n"
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" position = \"0.0 0.0 0.0\";\n"
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" rotation = \"1 0 0 0\";\n"
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" scale = \"1 1 1\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see StaticShapeData\n"
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"@see ShapeBase\n"
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"@see TSStatic\n\n"
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"@ingroup gameObjects\n");
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StaticShape::StaticShape()
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{
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mTypeMask |= StaticShapeObjectType | StaticObjectType;
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mDataBlock = 0;
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}
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StaticShape::~StaticShape()
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{
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}
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//----------------------------------------------------------------------------
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void StaticShape::initPersistFields()
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{
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Parent::initPersistFields();
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}
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bool StaticShape::onAdd()
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{
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if(!Parent::onAdd() || !mDataBlock)
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return false;
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// We need to modify our type mask based on what our datablock says...
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mTypeMask |= (mDataBlock->dynamicTypeField & sgAllowedDynamicTypes);
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addToScene();
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if (isServerObject())
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scriptOnAdd();
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return true;
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}
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bool StaticShape::onNewDataBlock(GameBaseData* dptr, bool reload)
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{
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mDataBlock = dynamic_cast<StaticShapeData*>(dptr);
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if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
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return false;
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scriptOnNewDataBlock();
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return true;
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}
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void StaticShape::onRemove()
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{
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scriptOnRemove();
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removeFromScene();
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Parent::onRemove();
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}
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//----------------------------------------------------------------------------
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void StaticShape::processTick(const Move* move)
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{
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Parent::processTick(move);
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// Image Triggers
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if (move && mDamageState == Enabled) {
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setImageTriggerState(0,move->trigger[0]);
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setImageTriggerState(1,move->trigger[1]);
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}
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if (isMounted()) {
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MatrixF mat;
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mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
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Parent::setTransform(mat);
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Parent::setRenderTransform(mat);
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}
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}
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void StaticShape::interpolateTick(F32 delta)
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{
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if (isMounted()) {
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MatrixF mat;
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mMount.object->getRenderMountTransform( delta, mMount.node, mMount.xfm, &mat );
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Parent::setRenderTransform(mat);
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}
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}
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void StaticShape::setTransform(const MatrixF& mat)
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{
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Parent::setTransform(mat);
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setMaskBits(PositionMask);
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}
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void StaticShape::onUnmount(ShapeBase*,S32)
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{
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// Make sure the client get's the final server pos.
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setMaskBits(PositionMask);
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}
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//----------------------------------------------------------------------------
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U32 StaticShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bstream)
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{
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U32 retMask = Parent::packUpdate(connection,mask,bstream);
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if (bstream->writeFlag(mask & PositionMask | ExtendedInfoMask))
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{
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// Write the transform (do _not_ use writeAffineTransform. Since this is a static
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// object, the transform must be RIGHT THE *&)*$&^ ON or it will goof up the
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// synchronization between the client and the server.
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mathWrite(*bstream,mObjToWorld);
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mathWrite(*bstream, mObjScale);
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}
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// powered?
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bstream->writeFlag(mPowered);
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if (mLightPlugin)
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{
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retMask |= mLightPlugin->packUpdate(this, ExtendedInfoMask, connection, mask, bstream);
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}
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return retMask;
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}
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void StaticShape::unpackUpdate(NetConnection *connection, BitStream *bstream)
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{
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Parent::unpackUpdate(connection,bstream);
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if (bstream->readFlag())
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{
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MatrixF mat;
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mathRead(*bstream,&mat);
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Parent::setTransform(mat);
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Parent::setRenderTransform(mat);
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VectorF scale;
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mathRead(*bstream, &scale);
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setScale(scale);
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}
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// powered?
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mPowered = bstream->readFlag();
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if (mLightPlugin)
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{
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mLightPlugin->unpackUpdate(this, connection, bstream);
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}
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}
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//----------------------------------------------------------------------------
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// This appears to be legacy T2 stuff
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// Marked internal, as this is flagged to be deleted
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// [8/1/2010 mperry]
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ConsoleMethod( StaticShape, setPoweredState, void, 3, 3, "(bool isPowered)"
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"@internal")
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{
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if(!object->isServerObject())
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return;
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object->setPowered(dAtob(argv[2]));
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}
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ConsoleMethod( StaticShape, getPoweredState, bool, 2, 2, "@internal")
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{
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if(!object->isServerObject())
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return(false);
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return(object->isPowered());
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}
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