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https://github.com/lubosz/overte.git
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remove PhysicsEntity class
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d0db56a4a6
commit
d3f06af892
7 changed files with 50 additions and 118 deletions
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@ -51,14 +51,14 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
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int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1;
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int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1;
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_boundingRadius = _rig->initJointStates(states, parentTransform,
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rootJointIndex,
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leftHandJointIndex,
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leftElbowJointIndex,
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leftShoulderJointIndex,
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rightHandJointIndex,
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rightElbowJointIndex,
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rightShoulderJointIndex);
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_rig->initJointStates(states, parentTransform,
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rootJointIndex,
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leftHandJointIndex,
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leftElbowJointIndex,
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leftShoulderJointIndex,
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rightHandJointIndex,
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rightElbowJointIndex,
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rightShoulderJointIndex);
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// Determine the default eye position for avatar scale = 1.0
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int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
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@ -533,7 +533,6 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
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glm::vec3 rootPosition = _rig->getJointState(geometry.rootJointIndex).getPosition();
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_boundingCapsuleLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
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_boundingRadius = 0.5f * glm::length(diagonal);
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}
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void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
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@ -185,14 +185,14 @@ void Rig::deleteAnimations() {
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_animationHandles.clear();
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}
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float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
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int rootJointIndex,
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int leftHandJointIndex,
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int leftElbowJointIndex,
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int leftShoulderJointIndex,
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int rightHandJointIndex,
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int rightElbowJointIndex,
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int rightShoulderJointIndex) {
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void Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
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int rootJointIndex,
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int leftHandJointIndex,
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int leftElbowJointIndex,
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int leftShoulderJointIndex,
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int rightHandJointIndex,
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int rightElbowJointIndex,
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int rightShoulderJointIndex) {
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_jointStates = states;
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_rootJointIndex = rootJointIndex;
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@ -206,19 +206,12 @@ float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform
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initJointTransforms(parentTransform);
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int numStates = _jointStates.size();
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float radius = 0.0f;
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for (int i = 0; i < numStates; ++i) {
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float distance = glm::length(_jointStates[i].getPosition());
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if (distance > radius) {
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radius = distance;
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}
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_jointStates[i].buildConstraint();
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}
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for (int i = 0; i < _jointStates.size(); i++) {
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_jointStates[i].slaveVisibleTransform();
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}
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return radius;
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}
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// We could build and cache a dictionary, too....
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@ -92,14 +92,14 @@ public:
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float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
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float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList(), bool startAutomatically = false);
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float initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
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int rootJointIndex,
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int leftHandJointIndex,
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int leftElbowJointIndex,
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int leftShoulderJointIndex,
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int rightHandJointIndex,
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int rightElbowJointIndex,
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int rightShoulderJointIndex);
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void initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
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int rootJointIndex,
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int leftHandJointIndex,
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int leftElbowJointIndex,
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int leftShoulderJointIndex,
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int rightHandJointIndex,
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int rightElbowJointIndex,
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int rightShoulderJointIndex);
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bool jointStatesEmpty() { return _jointStates.isEmpty(); };
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int getJointStateCount() const { return _jointStates.size(); }
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int indexOfJoint(const QString& jointName) ;
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@ -60,6 +60,8 @@ float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f;
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Model::Model(RigPointer rig, QObject* parent) :
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QObject(parent),
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_translation(0.0f),
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_rotation(),
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_scale(1.0f, 1.0f, 1.0f),
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_scaleToFit(false),
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_scaleToFitDimensions(0.0f),
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@ -196,6 +198,13 @@ void Model::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, Model:
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AbstractViewStateInterface* Model::_viewState = NULL;
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void Model::setTranslation(const glm::vec3& translation) {
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_translation = translation;
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}
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void Model::setRotation(const glm::quat& rotation) {
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_rotation = rotation;
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}
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void Model::setScale(const glm::vec3& scale) {
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setScaleInternal(scale);
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@ -434,14 +443,14 @@ void Model::initJointStates(QVector<JointState> states) {
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int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1;
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int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1;
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_boundingRadius = _rig->initJointStates(states, parentTransform,
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rootJointIndex,
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leftHandJointIndex,
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leftElbowJointIndex,
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leftShoulderJointIndex,
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rightHandJointIndex,
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rightElbowJointIndex,
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rightShoulderJointIndex);
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_rig->initJointStates(states, parentTransform,
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rootJointIndex,
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leftHandJointIndex,
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leftElbowJointIndex,
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leftShoulderJointIndex,
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rightHandJointIndex,
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rightElbowJointIndex,
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rightShoulderJointIndex);
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}
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bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
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@ -27,7 +27,6 @@
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#include <gpu/Stream.h>
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#include <gpu/Batch.h>
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#include <gpu/Pipeline.h>
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#include "PhysicsEntity.h"
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#include <render/Scene.h>
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#include <Transform.h>
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@ -54,7 +53,7 @@ inline uint qHash(const std::shared_ptr<MeshPartPayload>& a, uint seed) {
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}
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/// A generic 3D model displaying geometry loaded from a URL.
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class Model : public QObject, public PhysicsEntity {
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class Model : public QObject {
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Q_OBJECT
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public:
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@ -173,6 +172,12 @@ public:
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/// Returns the extents of the model's mesh
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Extents getMeshExtents() const;
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void setTranslation(const glm::vec3& translation);
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void setRotation(const glm::quat& rotation);
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const glm::vec3& getTranslation() const { return _translation; }
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const glm::quat& getRotation() const { return _rotation; }
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void setScale(const glm::vec3& scale);
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const glm::vec3& getScale() const { return _scale; }
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@ -233,6 +238,8 @@ protected:
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QSharedPointer<NetworkGeometry> _geometry;
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void setGeometry(const QSharedPointer<NetworkGeometry>& newGeometry);
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glm::vec3 _translation;
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glm::quat _rotation;
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glm::vec3 _scale;
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glm::vec3 _offset;
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@ -1,34 +0,0 @@
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//
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// PhysicsEntity.cpp
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// libraries/physics/src
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//
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// Created by Andrew Meadows 2014.06.11
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "PhysicsEntity.h"
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PhysicsEntity::PhysicsEntity() :
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_translation(0.0f),
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_rotation(),
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_boundingRadius(0.0f) {
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}
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PhysicsEntity::~PhysicsEntity() {
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}
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void PhysicsEntity::setTranslation(const glm::vec3& translation) {
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if (_translation != translation) {
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_translation = translation;
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}
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}
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void PhysicsEntity::setRotation(const glm::quat& rotation) {
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if (_rotation != rotation) {
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_rotation = rotation;
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}
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}
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@ -1,42 +0,0 @@
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//
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// PhysicsEntity.h
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// libraries/physics/src
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//
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// Created by Andrew Meadows 2014.05.30
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_PhysicsEntity_h
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#define hifi_PhysicsEntity_h
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#include <QVector>
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#include <QSet>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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class PhysicsEntity {
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public:
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PhysicsEntity();
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virtual ~PhysicsEntity();
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virtual void stepForward(float deltaTime) { }
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void setTranslation(const glm::vec3& translation);
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void setRotation(const glm::quat& rotation);
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const glm::vec3& getTranslation() const { return _translation; }
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const glm::quat& getRotation() const { return _rotation; }
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float getBoundingRadius() const { return _boundingRadius; }
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protected:
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glm::vec3 _translation;
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glm::quat _rotation;
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float _boundingRadius;
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};
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#endif // hifi_PhysicsEntity_h
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