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Adds Component, the various main component classes and their interfaces.
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Engine/source/T3D/components/Collision/collisionTrigger.h
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Engine/source/T3D/components/Collision/collisionTrigger.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 _H_CollisionTrigger
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#define _H_CollisionTrigger
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#ifndef _GAMEBASE_H_
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#include "T3D/gameBase/gameBase.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 _EARLYOUTPOLYLIST_H_
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#include "collision/earlyOutPolyList.h"
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#endif
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#ifndef _MPOLYHEDRON_H_
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#include "math/mPolyhedron.h"
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#endif
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#ifndef _TRIGGER_H_
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#include "T3D/trigger.h"
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#endif
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class Convex;
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class PhysicsBody;
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class TriggerPolyhedronType;
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class CollisionTrigger : public GameBase
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{
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typedef GameBase Parent;
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/// CollisionTrigger polyhedron with *outward* facing normals and CCW ordered
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/// vertices.
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Polyhedron mCollisionTriggerPolyhedron;
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EarlyOutPolyList mClippedList;
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Vector<GameBase*> mObjects;
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PhysicsBody *mPhysicsRep;
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U32 mLastThink;
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U32 mCurrTick;
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Convex *mConvexList;
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String mEnterCommand;
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String mLeaveCommand;
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String mTickCommand;
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enum CollisionTriggerUpdateBits
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{
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TransformMask = Parent::NextFreeMask << 0,
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PolyMask = Parent::NextFreeMask << 1,
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EnterCmdMask = Parent::NextFreeMask << 2,
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LeaveCmdMask = Parent::NextFreeMask << 3,
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TickCmdMask = Parent::NextFreeMask << 4,
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NextFreeMask = Parent::NextFreeMask << 5,
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};
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static const U32 CMD_SIZE = 1024;
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protected:
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static bool smRenderCollisionTriggers;
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bool testObject(GameBase* enter);
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void processTick(const Move *move);
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void buildConvex(const Box3F& box, Convex* convex);
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static bool setEnterCmd(void *object, const char *index, const char *data);
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static bool setLeaveCmd(void *object, const char *index, const char *data);
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static bool setTickCmd(void *object, const char *index, const char *data);
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public:
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CollisionTrigger();
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~CollisionTrigger();
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// SimObject
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DECLARE_CONOBJECT(CollisionTrigger);
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DECLARE_CALLBACK(void, onAdd, (U32 objectId));
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DECLARE_CALLBACK(void, onRemove, (U32 objectId));
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static void consoleInit();
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static void initPersistFields();
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bool onAdd();
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void onRemove();
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void onDeleteNotify(SimObject*);
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void inspectPostApply();
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// NetObject
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream* stream);
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void unpackUpdate(NetConnection *conn, BitStream* stream);
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// SceneObject
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void setTransform(const MatrixF &mat);
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void prepRenderImage(SceneRenderState* state);
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// GameBase
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bool onNewDataBlock(GameBaseData *dptr, bool reload);
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// CollisionTrigger
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void setTriggerPolyhedron(const Polyhedron&);
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void potentialEnterObject(GameBase*);
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U32 getNumCollisionTriggeringObjects() const;
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GameBase* getObject(const U32);
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const Vector<GameBase*>& getObjects() const { return mObjects; }
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void renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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};
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inline U32 CollisionTrigger::getNumCollisionTriggeringObjects() const
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{
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return mObjects.size();
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}
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inline GameBase* CollisionTrigger::getObject(const U32 index)
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{
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AssertFatal(index < getNumCollisionTriggeringObjects(), "Error, out of range object index");
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return mObjects[index];
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}
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#endif // _H_CollisionTrigger
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