Preparing for clothes/armor
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#ifndef OENGINE_BULLET_PMOVE_H
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#define OENGINE_BULLET_PMOVE_H
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/*
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This source file is a *modified* version of various header files from the Quake 3 Arena source code,
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which was released under the GNU GPL (v2) in 2005.
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Quake 3 Arena is copyright (C) 1999-2005 Id Software, Inc.
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*/
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#include <Ogre.h>
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#include <OgreMath.h>
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#include <float.h>
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#include "trace.h"
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#include "physic.hpp"
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//#include "GameMath.h"
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//#include "GameTime.h"
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// Forwards-declare it!
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/*#ifndef COMPILING_PMOVE
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#include "Scene.h"
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extern SceneInstance* global_lastscene;
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#endif*/
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static const Ogre::Vector3 halfExtents(14.64f * 2, 14.24f * 2, 33.25f * 2);
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#define MAX_CLIP_PLANES 5
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#define OVERCLIP 1.001f
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//#define STEPSIZE 18 // 18 is way too much
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#define STEPSIZE (18 / 2)
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#ifndef M_PI
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#define M_PI 3.14159265358979323846f
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#endif
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#define YAW 0
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#define PITCH /*1*/2
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#define ROLL /*2*/1
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#define SHORT2ANGLE(x) ( (x) * (360.0f / 65536.0f) )
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#define ANGLE2SHORT(x) ( (const short)( (x) / (360.0f / 65536.0f) ) )
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#define GENTITYNUM_BITS 10 // don't need to send any more
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#define MAX_GENTITIES (1 << GENTITYNUM_BITS)
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#define ENTITYNUM_NONE (MAX_GENTITIES - 1)
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#define ENTITYNUM_WORLD (MAX_GENTITIES - 2)
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#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
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#define JUMP_VELOCITY (270 * 1)
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#define PS_PMOVEFRAMECOUNTBITS 6
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#define MINS_Z -24
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#define DEFAULT_VIEWHEIGHT 26
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#define CROUCH_VIEWHEIGHT 12
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#define DEAD_VIEWHEIGHT (-16)
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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#define CONTENTS_LAVA 8
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#define CONTENTS_SLIME 16
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#define CONTENTS_WATER 32
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#define CONTENTS_FOG 64
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static const float pm_accelerate = 10.0f;
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static const float pm_stopspeed = 100.0f;
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static const float pm_friction = 6.0f;
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static const float pm_flightfriction = 3.0f;
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static const float pm_waterfriction = 1.0f;
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static const float pm_airaccelerate = 1.0f;
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static const float pm_swimScale = 0.50f;
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static const float pm_duckScale = 0.25f;
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static const float pm_flyaccelerate = 8.0f;
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static const float pm_wateraccelerate = 4.0f;
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enum pmtype_t : unsigned char
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{
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PM_NORMAL, // can accelerate and turn
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PM_NOCLIP, // noclip movement
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PM_SPECTATOR, // still run into walls
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PM_DEAD, // no acceleration or turning, but free falling
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PM_FREEZE, // stuck in place with no control
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PM_INTERMISSION, // no movement or status bar
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PM_SPINTERMISSION // no movement or status bar
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};
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enum waterlevel_t : unsigned char
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{
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WL_DRYLAND = 0,
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WL_ANKLE,
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WL_WAIST,
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WL_UNDERWATER
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};
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//#include "bprintf.h"
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struct playerMove
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{
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struct playerStruct
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{
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playerStruct() : gravity(50.0f), speed(320.0f), pmove_framecount(20), groundEntityNum(ENTITYNUM_NONE), commandTime(40), move_type(PM_NORMAL), pm_time(0)
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{
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origin = Ogre::Vector3(733.164f,1000.0f, 839.432f);
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velocity = Ogre::Vector3(0.0f, 0.0f, 0.0f);
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viewangles = Ogre::Vector3(0.0f, 0.0f, 0.0f);
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delta_angles[0] = delta_angles[1] = delta_angles[2] = 0;
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lastframe_origin.x = lastframe_origin.y = lastframe_origin.z = 0;
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lerp_multiplier.x = lerp_multiplier.y = lerp_multiplier.z = 0;
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}
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inline void SpeedUp(void)
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{
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printf("speed up to: %f\n", speed);
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speed *= 1.25f;
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}
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inline void SpeedDown(void)
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{
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printf("speed down to %f\n", speed);
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speed /= 1.25f;
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}
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Ogre::Vector3 velocity;
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Ogre::Vector3 origin;
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float gravity; // default = 800
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float speed; // default = 320
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int commandTime; // the time at which this command was issued (in milliseconds)
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int pm_time;
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Ogre::Vector3 viewangles;
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int groundEntityNum;
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int pmove_framecount;
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int watertype;
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waterlevel_t waterlevel;
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signed short delta_angles[3];
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pmtype_t move_type;
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float last_compute_time;
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Ogre::Vector3 lastframe_origin;
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Ogre::Vector3 lerp_multiplier;
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} ps;
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struct playercmd
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{
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enum CMDstateChange
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{
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NO_CHANGE,
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KEYDOWN,
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KEYUP
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};
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playercmd() : forwardmove(0), rightmove(0), upmove(0), serverTime(50), ducking(false),
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activating(false), lastActivatingState(false), procActivating(NO_CHANGE),
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dropping(false), lastDroppingState(false), procDropping(NO_CHANGE)
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{
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angles[0] = angles[1] = angles[2] = 0;
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}
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int serverTime;
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short angles[3];
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signed char forwardmove;
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signed char rightmove;
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signed char upmove;
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bool ducking;
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bool activating; // if the user is holding down the activate button
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bool dropping; // if the user is dropping an item
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bool lastActivatingState;
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bool lastDroppingState;
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CMDstateChange procActivating;
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CMDstateChange procDropping;
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} cmd;
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playerMove() : msec(50), pmove_fixed(false), pmove_msec(50), waterHeight(0), isInterior(true), hasWater(false)
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{
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}
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int msec;
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int pmove_msec;
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bool pmove_fixed;
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int waterHeight;
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bool hasWater;
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bool isInterior;
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//Object* traceObj;
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OEngine::Physic::PhysicEngine* mEngine;
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};
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void Pmove (playerMove* const pmove);
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void Ext_UpdateViewAngles(playerMove* const pm);
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void AngleVectors( const Ogre::Vector3& angles, Ogre::Vector3* const forward, Ogre::Vector3* const right, Ogre::Vector3* const up) ;
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#endif
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@ -1,188 +0,0 @@
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#include "trace.h"
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#include <map>
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void newtrace(traceResults* const results, const Ogre::Vector3& start, const Ogre::Vector3& end, const Ogre::Vector3& BBHalfExtents, const float rotation, bool isInterior, OEngine::Physic::PhysicEngine* enginePass) //Traceobj was a Aedra Object
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{
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//if (!traceobj)
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// return;
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//if (!traceobj->incellptr)
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// return;
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const Ogre::Vector3 rayDir = end - start;
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// Nudge starting point backwards
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//const Position3D nudgestart = start + (rayDir * -0.1f); // by 10% (isn't that too much?)
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//const Position3D nudgestart = start;
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NewPhysTraceResults out;
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//std::cout << "Starting trace\n";
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Ogre::Vector3 startReplace = Ogre::Vector3(650,950, 45);
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Ogre::Vector3 endReplace = startReplace;
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endReplace.y -= .25;
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const bool hasHit = NewPhysicsTrace<collisionWorldTrace>(&out, start, end, BBHalfExtents, Ogre::Vector3(0.0f, rotation, 0.0f), isInterior, enginePass);
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if(hasHit)
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std::cout << "Has hit\n";
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if (out.fraction < 0.001f)
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results->startsolid = true;
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else
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results->startsolid = false;
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//results->allsolid = out.startSolid;
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// If outside and underground, we're solid
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/*if (isInterior)
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{
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const Ogre::Vector3 height = GetGroundPosition(start, CellCoords(traceCell->data->gridX, traceCell->data->gridY) );
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if (start.yPos - height.yPos < (-2.0f * BBHalfExtents.yPos) )
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{
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results->allsolid = true;
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}
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else
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results->allsolid = false;
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}*/
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// If inside and out of the tree, we're solid
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//else
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//{
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results->allsolid = out.startSolid;
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//std::cout << "allsolid" << results->allsolid << "\n";
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//}
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if (!hasHit)
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{
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results->endpos = end;
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results->planenormal = Ogre::Vector3(0.0f, 1.0f, 0.0f);
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results->entityNum = ENTITYNUM_NONE;
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results->fraction = 1.0f;
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}
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else
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{
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results->fraction = out.fraction;
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results->planenormal = out.hitNormal;
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results->endpos = rayDir * results->fraction + start;
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results->entityNum = ENTITYNUM_WORLD;
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/*bprintf("Start: (%f, %f, %f) End: (%f, %f, %f) TraceDir: (%f, %f, %f) HitNormal: (%f, %f, %f) Fraction: %f Hitpos: (%f, %f, %f) CompensatedHitpos: (%f, %f, %f)\n",
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start.xPos, start.yPos, start.zPos,
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end.xPos, end.yPos, end.zPos,
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rayDir.xPos, rayDir.yPos, rayDir.zPos,
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results->planenormal.xPos, results->planenormal.yPos, results->planenormal.zPos, results->fraction,
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out.endPos.xPos, out.endPos.yPos, out.endPos.zPos,
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results->endpos.xPos, results->endpos.yPos, results->endpos.zPos);*/
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}
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}
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template <const traceWorldType traceType>
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const bool NewPhysicsTrace(NewPhysTraceResults* const out, const Ogre::Vector3& start, const Ogre::Vector3& end,
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const Ogre::Vector3& BBHalfExtents, const Ogre::Vector3& rotation, bool isInterior, OEngine::Physic::PhysicEngine* enginePass)
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{
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//if (!traceobj->incellptr)
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// return false;
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//if(enginePass->dynamicsWorld->getCollisionObjectArray().at(60)->getCollisionShape()->isConvex())
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// std::cout << "It's convex\n";
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const btVector3 btstart(start.x, start.y, start.z);
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const btVector3 btend(end.x, end.y, end.z);
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const btQuaternion btrot(rotation.y, rotation.x, rotation.z);
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const btBoxShape newshape(btVector3(BBHalfExtents.x, BBHalfExtents.y, BBHalfExtents.z));
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const btTransform from(btrot, btstart);
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const btTransform to(btrot, btend);
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float x = from.getOrigin().getX();
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float y = from.getOrigin().getY();
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float z = from.getOrigin().getZ();
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float x2 = to.getOrigin().getX();
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float y2 = to.getOrigin().getY();
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float z2 = to.getOrigin().getZ();
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std::cout << "BtFrom: " << x << "," << y << "," << z << "\n";
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std::cout << "BtTo: " << x2 << "," << y2 << "," << z2 << "\n";
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//std::cout << "BtTo: " << to.getOrigin().getX() << "," << to.getOrigin().getY() << "," << to.getOrigin().getZ() << "\n";
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btCollisionWorld::ClosestConvexResultCallback
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newTraceCallback(btstart, btend);
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newTraceCallback.m_collisionFilterMask = (traceType == collisionWorldTrace) ? Only_Collision : Only_Pickup;
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enginePass->dynamicsWorld->convexSweepTest(&newshape, from, to, newTraceCallback);
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//newTraceCallback.
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//std::cout << "NUM: " << enginePass->dynamicsWorld->getNumCollisionObjects() << "\n";
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// Copy the hit data over to our trace results struct:
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out->fraction = newTraceCallback.m_closestHitFraction;
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Ogre::Vector3& outhitnormal = out->hitNormal;
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const btVector3& tracehitnormal = newTraceCallback.m_hitNormalWorld;
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outhitnormal.x = tracehitnormal.x();
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outhitnormal.y = tracehitnormal.y();
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outhitnormal.z = tracehitnormal.z();
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Ogre::Vector3& outhitpos = out->endPos;
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const btVector3& tracehitpos = newTraceCallback.m_hitPointWorld;
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outhitpos.x = tracehitpos.x();
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outhitpos.y = tracehitpos.y();
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outhitpos.z= tracehitpos.z();
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// StartSolid test:
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{
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out->startSolid = false;
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//btCollisionObject collision;
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//collision.setCollisionShape(const_cast<btBoxShape* const>(&newshape) );
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//CustomContactCallback crb;
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//world.world->contactTest(&collision, crb);
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//out->startSolid = crb.hit;
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// If outside and underground, we're solid
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if (!isInterior) //Check if we are interior
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{
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}
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// If inside and out of the tree, we're solid
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else
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{
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btVector3 aabbMin, aabbMax;
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enginePass->broadphase->getBroadphaseAabb(aabbMin, aabbMax);
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//std::cout << "AABBMIN" << aabbMin.getX() <<"," <<aabbMin.getY() << "," << aabbMin.getZ() << "\n";
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//std::cout << "AABBMAX" << aabbMax.getX() <<"," <<aabbMax.getY() << "," << aabbMax.getZ() << "\n";
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//std::cout << "AABBMAX" << aabbMax << "\n";
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if (!TestPointAgainstAabb2(aabbMin, aabbMax, *(const btVector3* const)&(start) ) )
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{
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//We're solid
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out->startSolid = false;
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}
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}
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}
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const bool hasHit = newTraceCallback.hasHit();
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if(hasHit)
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std::cout << "HIT\n";
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return hasHit;
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}
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