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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/collisionInterfaces.h
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Engine/source/T3D/components/collision/collisionInterfaces.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_INTERFACES_H
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#define COLLISION_INTERFACES_H
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#ifndef _CONVEX_H_
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#include "collision/convex.h"
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#endif
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#ifndef _COLLISION_H_
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#include "collision/collision.h"
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#endif
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#ifndef _EARLYOUTPOLYLIST_H_
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#include "collision/earlyOutPolyList.h"
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#endif
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#ifndef _SIM_H_
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#include "console/sim.h"
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#endif
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#ifndef _SCENECONTAINER_H_
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#include "scene/sceneContainer.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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struct ContactInfo
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{
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bool contacted, move;
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SceneObject *contactObject;
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VectorF idealContactNormal;
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VectorF contactNormal;
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Point3F contactPoint;
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F32 contactTime;
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S32 contactTimer;
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BaseMatInstance *contactMaterial;
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void clear()
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{
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contacted=move=false;
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contactObject = NULL;
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contactNormal.set(0,0,0);
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contactTime = 0.f;
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contactTimer = 0;
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idealContactNormal.set(0, 0, 1);
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contactMaterial = NULL;
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}
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ContactInfo() { clear(); }
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};
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class CollisionInterface// : public Interface<CollisionInterface>
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{
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public:
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// CollisionTimeout
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// This struct lets us track our collisions and estimate when they've have timed out and we'll need to act on it.
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struct CollisionTimeout
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{
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CollisionTimeout* next;
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SceneObject* object;
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U32 objectNumber;
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SimTime expireTime;
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VectorF vector;
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};
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Signal< void( SceneObject* ) > CollisionInterface::onCollisionSignal;
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Signal< void( SceneObject* ) > CollisionInterface::onContactSignal;
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protected:
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CollisionTimeout* mTimeoutList;
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static CollisionTimeout* sFreeTimeoutList;
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CollisionList mCollisionList;
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Vector<CollisionInterface*> mCollisionNotifyList;
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ContactInfo mContactInfo;
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Box3F mWorkingQueryBox;
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U32 CollisionMoveMask;
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Convex *mConvexList;
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bool mBlockColliding;
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void handleCollisionNotifyList();
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void queueCollision( SceneObject *obj, const VectorF &vec);
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/// checkEarlyOut
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/// This function lets you trying and early out of any expensive collision checks by using simple extruded poly boxes representing our objects
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/// If it returns true, we know we won't hit with the given parameters and can successfully early out. If it returns false, our test case collided
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/// and we should do the full collision sim.
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bool checkEarlyOut(Point3F start, VectorF velocity, F32 time, Box3F objectBox, Point3F objectScale,
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Box3F collisionBox, U32 collisionMask, CollisionWorkingList &colWorkingList);
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public:
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/// checkCollisions
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// This is our main function for checking if a collision is happening based on the start point, velocity and time
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// We do the bulk of the collision checking in here
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//virtual bool checkCollisions( const F32 travelTime, Point3F *velocity, Point3F start )=0;
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CollisionList *getCollisionList() { return &mCollisionList; }
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void clearCollisionList() { mCollisionList.clear(); }
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void clearCollisionNotifyList() { mCollisionNotifyList.clear(); }
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Collision *getCollision(S32 col);
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ContactInfo* getContactInfo() { return &mContactInfo; }
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Convex *getConvexList() { return mConvexList; }
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virtual bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere) = 0;
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enum PublicConstants {
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CollisionTimeoutValue = 250
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};
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bool doesBlockColliding() { return mBlockColliding; }
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/// handleCollisionList
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/// This basically takes in a CollisionList and calls handleCollision for each.
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void handleCollisionList(CollisionList &collisionList, VectorF velocity);
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/// handleCollision
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/// This will take a collision and queue the collision info for the object so that in knows about the collision.
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void handleCollision(Collision &col, VectorF velocity);
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virtual PhysicsCollision* getCollisionData() = 0;
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Signal< void(PhysicsCollision* collision) > CollisionInterface::onCollisionChanged;
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};
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class BuildConvexInterface //: public Interface<CollisionInterface>
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{
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public:
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virtual void buildConvex(const Box3F& box, Convex* convex)=0;
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};
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class BuildPolyListInterface// : public Interface<CollisionInterface>
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{
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public:
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virtual bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere) = 0;
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};
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#endif
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