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Other renames to ensure linux case-sensitivity compliance and casing format consistency.
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Engine/source/T3D/components/physics/rigidBodyComponent.h
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Engine/source/T3D/components/physics/rigidBodyComponent.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 RIGID_BODY_COMPONENT_H
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#define RIGID_BODY_COMPONENT_H
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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 _T3D_PHYSICSCOMMON_H_
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#include "T3D/physics/physicsCommon.h"
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#endif
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#ifndef COLLISION_COMPONENT_H
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#include "T3D/components/collision/collisioncomponent.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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class PhysicsBody;
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//////////////////////////////////////////////////////////////////////////
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///
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///
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//////////////////////////////////////////////////////////////////////////
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class RigidBodyComponent : public Component, public PhysicsComponentInterface
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{
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typedef Component Parent;
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enum SimType
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{
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/// This physics representation only exists on the client
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/// world and the server only does ghosting.
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SimType_ClientOnly,
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/// The physics representation only exists on the server world
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/// and the client gets delta updates for rendering.
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SimType_ServerOnly,
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/// The physics representation exists on the client and the server
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/// worlds with corrections occuring when the client gets out of sync.
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SimType_ClientServer,
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/// The bits used to pack the SimType field.
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SimType_Bits = 3,
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} mSimType;
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//
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//
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/// The current physics state.
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PhysicsState mState;
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/// The previous and current render states.
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PhysicsState mRenderState[2];
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/// The abstracted physics actor.
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PhysicsBody *mPhysicsRep;
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PhysicsWorld *mWorld;
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/// The starting position to place the shape when
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/// the level begins or is reset.
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MatrixF mResetPos;
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//
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//
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/// If true then no corrections are sent from the server
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/// and/or applied from the client.
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///
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/// This is only ment for debugging.
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///
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static bool smNoCorrections;
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/// If true then no smoothing is done on the client when
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/// applying server corrections.
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///
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/// This is only ment for debugging.
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///
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static bool smNoSmoothing;
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///
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F32 mMass;
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///
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F32 mDynamicFriction;
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///
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F32 mStaticFriction;
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///
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F32 mRestitution;
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///
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F32 mLinearDamping;
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///
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F32 mAngularDamping;
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///
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F32 mLinearSleepThreshold;
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///
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F32 mAngularSleepThreshold;
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// A scale applied to the normal linear and angular damping
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// when the object enters a water volume.
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F32 mWaterDampingScale;
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// The density of this object used for water buoyancy effects.
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F32 mBuoyancyDensity;
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CollisionComponent* mOwnerColComponent;
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enum MaskBits {
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PositionMask = Parent::NextFreeMask << 0,
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FreezeMask = Parent::NextFreeMask << 1,
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StateMask = Parent::NextFreeMask << 2,
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VelocityMask = Parent::NextFreeMask << 3,
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NextFreeMask = Parent::NextFreeMask << 4
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};
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public:
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RigidBodyComponent();
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virtual ~RigidBodyComponent();
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DECLARE_CONOBJECT(RigidBodyComponent);
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virtual bool onAdd();
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virtual void onRemove();
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static void initPersistFields();
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virtual void onComponentAdd();
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virtual void onComponentRemove();
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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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inline F32 getMass() { return mMass; }
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Point3F getVelocity() const { return mState.linVelocity; }
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void applyImpulse(const Point3F &pos, const VectorF &vec);
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void applyRadialImpulse(const Point3F &origin, F32 radius, F32 magnitude);
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void updateContainerForces();
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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 processTick();
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void findContact();
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/// Save the current transform as where we return to when a physics reset
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/// event occurs. This is automatically set in onAdd but some manipulators
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/// such as Prefab need to make use of this.
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void storeRestorePos();
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void updatePhysics(PhysicsCollision *collision = NULL);
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void _onPhysicsReset(PhysicsResetEvent reset);
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};
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#endif // _RIGID_BODY_COMPONENT_H_
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