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383
neo/d3xp/physics/Physics_Actor.cpp
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383
neo/d3xp/physics/Physics_Actor.cpp
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idPhysics_Base, idPhysics_Actor )
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END_CLASS
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/*
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================
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idPhysics_Actor::idPhysics_Actor
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================
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*/
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idPhysics_Actor::idPhysics_Actor() {
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clipModel = NULL;
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SetClipModelAxis();
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mass = 100.0f;
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invMass = 1.0f / mass;
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masterEntity = NULL;
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masterYaw = 0.0f;
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masterDeltaYaw = 0.0f;
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groundEntityPtr = NULL;
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}
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/*
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================
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idPhysics_Actor::~idPhysics_Actor
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================
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*/
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idPhysics_Actor::~idPhysics_Actor() {
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if ( clipModel ) {
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delete clipModel;
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clipModel = NULL;
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}
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}
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/*
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================
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idPhysics_Actor::Save
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================
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*/
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void idPhysics_Actor::Save( idSaveGame *savefile ) const {
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savefile->WriteClipModel( clipModel );
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savefile->WriteMat3( clipModelAxis );
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savefile->WriteFloat( mass );
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savefile->WriteFloat( invMass );
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savefile->WriteObject( masterEntity );
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savefile->WriteFloat( masterYaw );
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savefile->WriteFloat( masterDeltaYaw );
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groundEntityPtr.Save( savefile );
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}
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/*
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================
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idPhysics_Actor::Restore
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================
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*/
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void idPhysics_Actor::Restore( idRestoreGame *savefile ) {
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savefile->ReadClipModel( clipModel );
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savefile->ReadMat3( clipModelAxis );
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savefile->ReadFloat( mass );
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savefile->ReadFloat( invMass );
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savefile->ReadObject( reinterpret_cast<idClass *&>( masterEntity ) );
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savefile->ReadFloat( masterYaw );
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savefile->ReadFloat( masterDeltaYaw );
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groundEntityPtr.Restore( savefile );
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}
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/*
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================
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idPhysics_Actor::SetClipModelAxis
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================
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*/
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void idPhysics_Actor::SetClipModelAxis() {
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// align clip model to gravity direction
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if ( ( gravityNormal[2] == -1.0f ) || ( gravityNormal == vec3_zero ) ) {
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clipModelAxis.Identity();
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}
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else {
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clipModelAxis[2] = -gravityNormal;
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clipModelAxis[2].NormalVectors( clipModelAxis[0], clipModelAxis[1] );
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clipModelAxis[1] = -clipModelAxis[1];
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}
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if ( clipModel ) {
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clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis );
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}
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}
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/*
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================
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idPhysics_Actor::GetGravityAxis
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================
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*/
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const idMat3 &idPhysics_Actor::GetGravityAxis() const {
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return clipModelAxis;
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}
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/*
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================
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idPhysics_Actor::GetMasterDeltaYaw
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================
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*/
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float idPhysics_Actor::GetMasterDeltaYaw() const {
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return masterDeltaYaw;
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}
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/*
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================
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idPhysics_Actor::GetGroundEntity
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================
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*/
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idEntity *idPhysics_Actor::GetGroundEntity() const {
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return groundEntityPtr.GetEntity();
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}
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/*
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================
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idPhysics_Actor::SetClipModel
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================
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*/
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void idPhysics_Actor::SetClipModel( idClipModel *model, const float density, int id, bool freeOld ) {
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assert( self );
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assert( model ); // a clip model is required
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assert( model->IsTraceModel() ); // and it should be a trace model
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assert( density > 0.0f ); // density should be valid
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if ( clipModel && clipModel != model && freeOld ) {
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delete clipModel;
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}
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clipModel = model;
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clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis );
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}
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/*
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================
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idPhysics_Actor::GetClipModel
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================
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*/
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idClipModel *idPhysics_Actor::GetClipModel( int id ) const {
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return clipModel;
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}
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/*
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================
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idPhysics_Actor::GetNumClipModels
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================
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*/
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int idPhysics_Actor::GetNumClipModels() const {
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return 1;
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}
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/*
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================
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idPhysics_Actor::SetMass
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================
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*/
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void idPhysics_Actor::SetMass( float _mass, int id ) {
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assert( _mass > 0.0f );
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mass = _mass;
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invMass = 1.0f / _mass;
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}
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/*
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================
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idPhysics_Actor::GetMass
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================
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*/
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float idPhysics_Actor::GetMass( int id ) const {
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return mass;
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}
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/*
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================
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idPhysics_Actor::SetClipMask
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================
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*/
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void idPhysics_Actor::SetContents( int contents, int id ) {
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clipModel->SetContents( contents );
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}
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/*
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================
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idPhysics_Actor::SetClipMask
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================
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*/
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int idPhysics_Actor::GetContents( int id ) const {
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return clipModel->GetContents();
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}
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/*
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================
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idPhysics_Actor::GetBounds
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================
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*/
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const idBounds &idPhysics_Actor::GetBounds( int id ) const {
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return clipModel->GetBounds();
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}
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/*
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================
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idPhysics_Actor::GetAbsBounds
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================
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*/
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const idBounds &idPhysics_Actor::GetAbsBounds( int id ) const {
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return clipModel->GetAbsBounds();
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}
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/*
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================
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idPhysics_Actor::IsPushable
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================
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*/
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bool idPhysics_Actor::IsPushable() const {
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return ( masterEntity == NULL );
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}
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/*
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================
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idPhysics_Actor::GetOrigin
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================
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*/
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const idVec3 &idPhysics_Actor::GetOrigin( int id ) const {
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return clipModel->GetOrigin();
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}
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/*
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================
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idPhysics_Player::GetAxis
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================
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*/
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const idMat3 &idPhysics_Actor::GetAxis( int id ) const {
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return clipModel->GetAxis();
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}
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/*
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================
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idPhysics_Actor::SetGravity
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================
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*/
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void idPhysics_Actor::SetGravity( const idVec3 &newGravity ) {
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if ( newGravity != gravityVector ) {
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idPhysics_Base::SetGravity( newGravity );
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SetClipModelAxis();
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}
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}
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/*
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================
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idPhysics_Actor::ClipTranslation
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================
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*/
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void idPhysics_Actor::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
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if ( model ) {
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gameLocal.clip.TranslationModel( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
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clipModel, clipModel->GetAxis(), clipMask,
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model->Handle(), model->GetOrigin(), model->GetAxis() );
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}
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else {
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gameLocal.clip.Translation( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
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clipModel, clipModel->GetAxis(), clipMask, self );
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}
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}
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/*
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================
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idPhysics_Actor::ClipRotation
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================
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*/
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void idPhysics_Actor::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
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if ( model ) {
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gameLocal.clip.RotationModel( results, clipModel->GetOrigin(), rotation,
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clipModel, clipModel->GetAxis(), clipMask,
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model->Handle(), model->GetOrigin(), model->GetAxis() );
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}
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else {
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gameLocal.clip.Rotation( results, clipModel->GetOrigin(), rotation,
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clipModel, clipModel->GetAxis(), clipMask, self );
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}
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}
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/*
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================
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idPhysics_Actor::ClipContents
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================
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*/
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int idPhysics_Actor::ClipContents( const idClipModel *model ) const {
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if ( model ) {
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return gameLocal.clip.ContentsModel( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1,
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model->Handle(), model->GetOrigin(), model->GetAxis() );
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}
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else {
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return gameLocal.clip.Contents( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, NULL );
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}
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}
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/*
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================
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idPhysics_Actor::DisableClip
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================
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*/
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void idPhysics_Actor::DisableClip() {
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clipModel->Disable();
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}
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/*
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================
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idPhysics_Actor::EnableClip
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================
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*/
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void idPhysics_Actor::EnableClip() {
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clipModel->Enable();
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}
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/*
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================
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idPhysics_Actor::UnlinkClip
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================
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*/
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void idPhysics_Actor::UnlinkClip() {
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clipModel->Unlink();
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}
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/*
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================
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idPhysics_Actor::LinkClip
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================
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*/
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void idPhysics_Actor::LinkClip() {
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clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModel->GetAxis() );
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}
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/*
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================
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idPhysics_Actor::EvaluateContacts
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================
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*/
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bool idPhysics_Actor::EvaluateContacts() {
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// get all the ground contacts
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ClearContacts();
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AddGroundContacts( clipModel );
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AddContactEntitiesForContacts();
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return ( contacts.Num() != 0 );
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}
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