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fahhh
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#pragma once
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#include "V8World/Geometry.h"
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#include "V8World/GeometryPool.h"
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#include "V8World/BulletGeometryPoolObjects.h"
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namespace RBX {
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class Ball : public Geometry {
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public:
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typedef GeometryPool<float, BulletSphereShapeWrapper, FloatComparer> BulletSphereShapePool;
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private:
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typedef Geometry Super;
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float realRadius; // in real world units, == size.x/2
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BulletSphereShapePool::Token bulletSphereShape;
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Matrix3 getMomentSolid(float mass) const;
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/*override*/ void setSize(const G3D::Vector3& _size);
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void updateBulletCollisionData();
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public:
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Ball() : realRadius(0.0) {}
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~Ball() {}
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// Primitive Overrides
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/*override*/ virtual bool hitTest(const RbxRay& rayInMe, Vector3& localHitPoint, Vector3& surfaceNormal);
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/*override*/ virtual GeometryType getGeometryType() const {return GEOMETRY_BALL;}
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/*override*/ virtual CollideType getCollideType() const {return COLLIDE_BALL;}
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// Real Radius
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/*override*/ virtual float getRadius() const {return realRadius;}
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// Real Corner
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/*override*/ virtual Vector3 getCenterToCorner(const Matrix3& rotation) const {
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return Vector3(realRadius, realRadius, realRadius);
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}
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// Moment
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/*override*/ virtual Matrix3 getMoment(float mass) const {
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return getMomentSolid(mass);
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}
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// Volume
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/*override*/ float getVolume() const;
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// Dragger support
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size_t closestSurfaceToPoint( const Vector3& pointInBody ) const;
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Plane getPlaneFromSurface( const size_t surfaceId ) const;
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CoordinateFrame getSurfaceCoordInBody( const size_t surfaceId ) const;
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Vector3 getSurfaceNormalInBody( const size_t surfaceId ) const;
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size_t getMostAlignedSurface( const Vector3& vecInWorld, const G3D::Matrix3& objectR ) const;
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int getNumSurfaces( void ) const { return 6; }
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Vector3 getSurfaceVertInBody( const size_t surfaceId, const int vertId ) const;
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int getNumVertsInSurface( const size_t surfaceId ) const;
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bool vertOverlapsFace( const Vector3& pointInBody, const size_t surfaceId ) const;
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bool findTouchingSurfacesConvex( const CoordinateFrame& myCf, size_t& myFaceId, const Geometry& otherGeom, const CoordinateFrame& otherCf, size_t& otherFaceId ) const {return false;}
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bool FacesOverlapped( const CoordinateFrame& myCf, size_t& myFaceId, const Geometry& otherGeom, const CoordinateFrame& otherCf, size_t& otherFaceId, float tol ) const {RBXASSERT(0); return false;}
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bool FaceVerticesOverlapped( const CoordinateFrame& myCf, size_t& myFaceId, const Geometry& otherGeom, const CoordinateFrame& otherCf, size_t& otherFaceId, float tol ) const{RBXASSERT(0); return false;}
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bool FaceEdgesOverlapped( const CoordinateFrame& myCf, size_t& myFaceId, const Geometry& otherGeom, const CoordinateFrame& otherCf, size_t& otherFaceId, float tol ) const {RBXASSERT(0); return false;}
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/*override*/ bool setUpBulletCollisionData(void);
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};
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} // namespace
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