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stubbery for BoxEntityImtem::createMotionState()
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3 changed files with 23 additions and 6 deletions
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@ -14,9 +14,10 @@
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#include <ByteCountCoding.h>
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#include <ByteCountCoding.h>
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#include "BoxEntityItem.h"
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#include "EntityMotionState.h"
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#include "EntityTree.h"
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#include "EntityTree.h"
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#include "EntityTreeElement.h"
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#include "EntityTreeElement.h"
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#include "BoxEntityItem.h"
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EntityItem* BoxEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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EntityItem* BoxEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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@ -94,4 +95,16 @@ void BoxEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBitst
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bool successPropertyFits = true;
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bool successPropertyFits = true;
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APPEND_ENTITY_PROPERTY(PROP_COLOR, appendColor, getColor());
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APPEND_ENTITY_PROPERTY(PROP_COLOR, appendColor, getColor());
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}
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}
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#ifdef USE_BULLET_PHYSICS
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// BOOKMARK: move EntityMotionState implementation to Entities
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// also define interface for it (dunno what to call it)
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EntityMotionState* BoxEntityItem::createMotionState() {
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if (!_motionState) {
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_motionState = new EntityMotionState(this);
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}
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return _motionState;
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}
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#endif // USE_BULLET_PHYSICS
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@ -46,11 +46,15 @@ public:
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void setColor(const rgbColor& value) { memcpy(_color, value, sizeof(_color)); }
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void setColor(const rgbColor& value) { memcpy(_color, value, sizeof(_color)); }
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void setColor(const xColor& value) {
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void setColor(const xColor& value) {
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_color[RED_INDEX] = value.red;
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_color[RED_INDEX] = value.red;
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_color[GREEN_INDEX] = value.green;
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_color[GREEN_INDEX] = value.green;
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_color[BLUE_INDEX] = value.blue;
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_color[BLUE_INDEX] = value.blue;
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}
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}
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#ifdef USE_BULLET_PHYSICS
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EntityMotionState* createMotionState();
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#endif // USE_BULLET_PHYSICS
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protected:
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protected:
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rgbColor _color;
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rgbColor _color;
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};
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};
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@ -39,7 +39,7 @@ EntityMotionState::~EntityMotionState() {
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// (1) when the RigidBody is first added to the world
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// (1) when the RigidBody is first added to the world
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// (irregardless of MotionType: STATIC, DYNAMIC, or KINEMATIC)
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// (irregardless of MotionType: STATIC, DYNAMIC, or KINEMATIC)
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// (2) at the beginning of each simulation frame for KINEMATIC RigidBody's --
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// (2) at the beginning of each simulation frame for KINEMATIC RigidBody's --
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// it is an opportunity for outside code to update the position of the object
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// it is an opportunity for outside code to update the object's simulation position
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void EntityMotionState::getWorldTransform (btTransform &worldTrans) const {
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void EntityMotionState::getWorldTransform (btTransform &worldTrans) const {
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btVector3 pos;
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btVector3 pos;
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glmToBullet(_entity->getPosition() - _cachedWorldOffset, pos);
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glmToBullet(_entity->getPosition() - _cachedWorldOffset, pos);
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