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Other renames to ensure linux case-sensitivity compliance and casing format consistency.
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Engine/source/T3D/components/collision/collisionComponent.h
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Engine/source/T3D/components/collision/collisionComponent.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 COLLISION_COMPONENT_H
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#define COLLISION_COMPONENT_H
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _SCENERENDERSTATE_H_
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#include "scene/sceneRenderState.h"
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#endif
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#ifndef _MBOX_H_
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#include "math/mBox.h"
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#endif
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#ifndef ENTITY_H
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#include "T3D/entity.h"
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#endif
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#ifndef CORE_INTERFACES_H
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#include "T3D/components/coreInterfaces.h"
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#endif
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#ifndef COLLISION_INTERFACES_H
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#include "T3D/components/collision/collisionInterfaces.h"
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#endif
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#ifndef RENDER_COMPONENT_INTERFACE_H
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#include "T3D/components/render/renderComponentInterface.h"
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#endif
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#ifndef PHYSICS_COMPONENT_INTERFACE_H
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#include "T3D/components/physics/physicsComponentInterface.h"
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#endif
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#ifndef _T3D_PHYSICSCOMMON_H_
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#include "T3D/physics/physicsCommon.h"
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#endif
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#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_
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#include "T3D/physics/physicsWorld.h"
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#endif
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class TSShapeInstance;
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class SceneRenderState;
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class CollisionComponent;
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class PhysicsBody;
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class PhysicsWorld;
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class CollisionComponent : public Component,
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public CollisionInterface,
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public CastRayInterface
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{
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typedef Component Parent;
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public:
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enum MeshType
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{
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None = 0, ///< No mesh
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Bounds = 1, ///< Bounding box of the shape
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CollisionMesh = 2, ///< Specifically designated collision meshes
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VisibleMesh = 3 ///< Rendered mesh polygons
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};
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PhysicsWorld* mPhysicsWorld;
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PhysicsBody* mPhysicsRep;
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protected:
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MeshType mCollisionType;
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MeshType mDecalType;
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MeshType mLOSType;
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Vector<S32> mCollisionDetails;
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Vector<S32> mLOSDetails;
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StringTableEntry colisionMeshPrefix;
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RenderComponentInterface* mOwnerRenderInterface;
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PhysicsComponentInterface* mOwnerPhysicsInterface;
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//only really relevent for the collision mesh type
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//if we note an animation component is added, we flag as being animated.
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//This way, if we're using collision meshes, we can set it up to update their transforms
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//as needed
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bool mAnimated;
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enum
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{
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ColliderMask = Parent::NextFreeMask,
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};
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public:
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CollisionComponent();
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virtual ~CollisionComponent();
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DECLARE_CONOBJECT(CollisionComponent);
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virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *con, BitStream *stream);
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virtual void componentAddedToOwner(Component *comp);
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virtual void componentRemovedFromOwner(Component *comp);
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virtual void ownerTransformSet(MatrixF *mat);
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void targetShapeChanged(RenderComponentInterface* instanceInterface);
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virtual void onComponentRemove();
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virtual void onComponentAdd();
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virtual void checkDependencies();
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static void initPersistFields();
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void inspectPostApply();
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virtual void processTick();
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void prepCollision();
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PhysicsCollision* buildColShapes();
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void updatePhysics();
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virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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virtual bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere){ return false; }
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virtual PhysicsCollision* getCollisionData();
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//Utility functions, mostly for script
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Point3F getContactNormal() { return mContactInfo.contactNormal; }
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bool hasContact()
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{
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if (mContactInfo.contactObject)
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return true;
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else
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return false;
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}
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S32 getCollisionCount()
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{
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return mCollisionList.getCount();
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}
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Point3F getCollisionNormal(S32 collisionIndex)
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{
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if (collisionIndex < 0 || mCollisionList.getCount() < collisionIndex)
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return Point3F::Zero;
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return mCollisionList[collisionIndex].normal;
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}
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F32 getCollisionAngle(S32 collisionIndex, Point3F upVector)
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{
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if (collisionIndex < 0 || mCollisionList.getCount() < collisionIndex)
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return 0.0f;
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return mRadToDeg(mAcos(mDot(mCollisionList[collisionIndex].normal, upVector)));
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}
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S32 getBestCollision(Point3F upVector)
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{
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S32 bestCollision = -1;
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F32 bestAngle = 360.f;
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S32 count = mCollisionList.getCount();
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for (U32 i = 0; i < count; ++i)
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{
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F32 angle = mRadToDeg(mAcos(mDot(mCollisionList[i].normal, upVector)));
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if (angle < bestAngle)
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{
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bestCollision = i;
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bestAngle = angle;
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}
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}
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return bestCollision;
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}
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F32 getBestCollisionAngle(VectorF upVector)
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{
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S32 bestCol = getBestCollision(upVector);
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if (bestCol == -1)
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return 0;
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return getCollisionAngle(bestCol, upVector);
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}
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};
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typedef CollisionComponent::MeshType CollisionMeshMeshType;
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DefineEnumType(CollisionMeshMeshType);
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#endif // COLLISION_COMPONENT_H
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