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Adds Component, the various main component classes and their interfaces.
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Engine/source/T3D/components/Physics/playerControllerComponent.h
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Engine/source/T3D/components/Physics/playerControllerComponent.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 PLAYER_CONTORLLER_COMPONENT_H
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#define PLAYER_CONTORLLER_COMPONENT_H
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#ifndef PHYSICSBEHAVIOR_H
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#include "T3D/Components/Physics/physicsBehavior.h"
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#endif
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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 _CONVEX_H_
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#include "collision/convex.h"
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#endif
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#ifndef _BOXCONVEX_H_
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#include "collision/boxConvex.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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#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 COLLISION_INTERFACES_H
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#include "T3D/Components/collision/collisionInterfaces.h"
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#endif
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class SceneRenderState;
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class PhysicsWorld;
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class PhysicsPlayer;
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class SimplePhysicsBehaviorInstance;
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class CollisionInterface;
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//////////////////////////////////////////////////////////////////////////
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///
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///
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//////////////////////////////////////////////////////////////////////////
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class PlayerControllerComponent : public Component,
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public PhysicsComponentInterface
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{
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typedef Component Parent;
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enum MaskBits {
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VelocityMask = Parent::NextFreeMask << 0,
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PositionMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2
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};
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struct StateDelta
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{
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Move move; ///< Last move from server
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F32 dt; ///< Last interpolation time
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// Interpolation data
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Point3F pos;
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Point3F posVec;
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QuatF rot[2];
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// Warp data
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S32 warpTicks; ///< Number of ticks to warp
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S32 warpCount; ///< Current pos in warp
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Point3F warpOffset;
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QuatF warpRot[2];
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};
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StateDelta mDelta;
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PhysicsPlayer *mPhysicsRep;
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PhysicsWorld *mPhysicsWorld;
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CollisionInterface* mOwnerCollisionInterface;
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struct ContactInfo
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{
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bool contacted, jump, run;
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SceneObject *contactObject;
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VectorF contactNormal;
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F32 contactTime;
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void clear()
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{
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contacted = jump = run = false;
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contactObject = NULL;
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contactNormal.set(1, 1, 1);
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}
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ContactInfo() { clear(); }
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} mContactInfo;
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protected:
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F32 mDrag;
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F32 mBuoyancy;
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F32 mFriction;
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F32 mElasticity;
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F32 mMaxVelocity;
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bool mSticky;
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bool mFalling;
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bool mSwimming;
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bool mInWater;
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S32 mContactTimer; ///< Ticks since last contact
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U32 mIntegrationCount;
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Point3F mJumpSurfaceNormal; ///< Normal of the surface the player last jumped on
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F32 maxStepHeight; ///< Maximum height the player can step up
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F32 moveSurfaceAngle; ///< Maximum angle from vertical in degrees the player can run up
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F32 contactSurfaceAngle; ///< Maximum angle from vertical in degrees we consider having real 'contact'
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F32 horizMaxSpeed; ///< Max speed attainable in the horizontal
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F32 horizMaxAccel;
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F32 horizResistSpeed; ///< Speed at which resistance will take place
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F32 horizResistFactor; ///< Factor of resistance once horizResistSpeed has been reached
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F32 upMaxSpeed; ///< Max vertical speed attainable
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F32 upMaxAccel;
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F32 upResistSpeed; ///< Speed at which resistance will take place
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F32 upResistFactor; ///< Factor of resistance once upResistSpeed has been reached
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F32 fallingSpeedThreshold; ///< Downward speed at which we consider the player falling
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// Air control
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F32 airControl;
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Point3F mInputVelocity;
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bool mUseDirectMoveInput;
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public:
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PlayerControllerComponent();
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virtual ~PlayerControllerComponent();
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DECLARE_CONOBJECT(PlayerControllerComponent);
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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 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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virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *con, BitStream *stream);
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void updatePhysics(PhysicsCollision *collision = NULL);
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virtual void processTick();
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virtual void interpolateTick(F32 dt);
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virtual void updatePos(const F32 dt);
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void updateMove();
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virtual VectorF getVelocity() { return mVelocity; }
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virtual void setVelocity(const VectorF& vel);
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virtual void setTransform(const MatrixF& mat);
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void findContact(bool *run, bool *jump, VectorF *contactNormal);
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Point3F getContactNormal() { return mContactInfo.contactNormal; }
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SceneObject* getContactObject() { return mContactInfo.contactObject; }
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bool isContacted() { return mContactInfo.contacted; }
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//
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void applyImpulse(const Point3F &pos, const VectorF &vec);
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//This is a weird artifact of the PhysicsReps. We want the collision component to be privvy to any events that happen
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//so when the physics components do a findContact test during their update, they'll have a signal collision components
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//can be listening to to update themselves with that info
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Signal< void(SceneObject*) > PlayerControllerComponent::onContactSignal;
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//
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DECLARE_CALLBACK(void, updateMove, (PlayerControllerComponent* obj));
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};
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#endif // _COMPONENT_H_
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