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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program 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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This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plPXPhysical_h_inc
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#define plPXPhysical_h_inc
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#include "plPhysical.h"
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#include "hsMatrix44.h"
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#include "plPhysical/plSimDefs.h"
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#include "hsBitVector.h"
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class NxActor;
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class NxConvexMesh;
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class NxTriangleMesh;
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struct hsPoint3;
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class hsQuat;
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class plPhysicalProxy;
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class plDrawableSpans;
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class hsGMaterial;
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struct hsPlane3;
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class plMessage;
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class plLOSHit;
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class plSimulationMsg;
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class plSDLModifier;
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class plPhysicalSndGroup;
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class plGenRefMsg;
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class plSceneObject;
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class hsVectorStream;
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class NxCapsule;
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class PhysRecipe
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{
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public:
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PhysRecipe();
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float mass;
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float friction;
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float restitution;
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plSimDefs::Bounds bounds;
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plSimDefs::Group group;
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uint32_t reportsOn;
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plKey objectKey;
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plKey sceneNode;
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plKey worldKey;
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// The local to subworld matrix (or local to world if worldKey is nil)
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hsMatrix44 l2s;
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NxConvexMesh* convexMesh;
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NxTriangleMesh* triMesh;
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// For spheres only
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float radius;
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hsPoint3 offset;
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// For Boxes
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hsPoint3 bDimensions;
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hsPoint3 bOffset;
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// For export time only. The original data used to create the mesh
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hsVectorStream* meshStream;
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};
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class plPXPhysical : public plPhysical
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{
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public:
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friend class plSimulationMgr;
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enum PhysRefType
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{
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kPhysRefWorld,
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kPhysRefSndGroup
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};
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plPXPhysical();
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virtual ~plPXPhysical();
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CLASSNAME_REGISTER(plPXPhysical);
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GETINTERFACE_ANY(plPXPhysical, plPhysical);
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// Export time and internal use only
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bool Init(PhysRecipe& recipe);
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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virtual bool MsgReceive(plMessage* msg);
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//
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// From plPhysical
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//
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virtual plPhysical& SetProperty(int prop, bool b);
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virtual bool GetProperty(int prop) const { return fProps.IsBitSet(prop) != 0; }
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virtual void SetObjectKey(plKey key) { fObjectKey = key; }
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virtual plKey GetObjectKey() const { return fObjectKey; }
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virtual void SetSceneNode(plKey node);
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virtual plKey GetSceneNode() const;
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virtual bool GetLinearVelocitySim(hsVector3& vel) const;
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virtual void SetLinearVelocitySim(const hsVector3& vel);
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virtual void ClearLinearVelocity();
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virtual bool GetAngularVelocitySim(hsVector3& vel) const;
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virtual void SetAngularVelocitySim(const hsVector3& vel);
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virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l, bool force=false);
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virtual void GetTransform(hsMatrix44& l2w, hsMatrix44& w2l);
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virtual int GetGroup() const { return fGroup; }
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virtual void AddLOSDB(uint16_t flag) { hsSetBits(fLOSDBs, flag); }
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virtual void RemoveLOSDB(uint16_t flag) { hsClearBits(fLOSDBs, flag); }
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virtual uint16_t GetAllLOSDBs() { return fLOSDBs; }
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virtual bool IsInLOSDB(uint16_t flag) { return hsCheckBits(fLOSDBs, flag); }
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virtual plKey GetWorldKey() const { return fWorldKey; }
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virtual plPhysicalSndGroup* GetSoundGroup() const { return fSndGroup; }
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virtual void GetPositionSim(hsPoint3& pos) const { IGetPositionSim(pos); }
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virtual void SendNewLocation(bool synchTransform = false, bool isSynchUpdate = false);
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virtual void SetHitForce(const hsVector3& force, const hsPoint3& pos) { fWeWereHit=true; fHitForce = force; fHitPos = pos; }
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virtual void ApplyHitForce();
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virtual void ResetHitForce() { fWeWereHit=false; fHitForce.Set(0,0,0); fHitPos.Set(0,0,0); }
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virtual void GetSyncState(hsPoint3& pos, hsQuat& rot, hsVector3& linV, hsVector3& angV);
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virtual void SetSyncState(hsPoint3* pos, hsQuat* rot, hsVector3* linV, hsVector3* angV);
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virtual void ExcludeRegionHack(bool cleared);
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virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo);
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bool DoReportOn(plSimDefs::Group group) const { return hsCheckBits(fReportsOn, 1<<group); }
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// Returns true if this object is *really* dynamic. We can have physicals
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// that are in the dynamic group but are actually animated or something.
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// This weeds those out.
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bool IsDynamic() const;
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//Hack to check if there is an overlap with the capsule
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//this partially for exclude regions vs avatar capsule
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virtual bool OverlapWithCapsule(NxCapsule& cap);
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virtual float GetMass() {return fMass;}
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protected:
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void IGetPositionSim(hsPoint3& pos) const;
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void IGetRotationSim(hsQuat& rot) const;
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void ISetPositionSim(const hsPoint3& pos);
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void ISetRotationSim(const hsQuat& rot);
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/** Handle messages about our references. */
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bool HandleRefMsg(plGenRefMsg * refM);
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/** See if the object is in a valid, non-overlapping position.
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A valid overlap is one which is approved by the collision
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masking code, i.e. my memberOf has no intersection with your
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bounceOff and vice-versa
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*/
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// Set overlapText to get a string naming all the overlapping physicals (that you must delete)
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bool CheckValidPosition(char** overlapText=nil);
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/////////////////////////////////////////////////////////////
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//
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// NETWORK SYNCHRONIZATION
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//
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/////////////////////////////////////////////////////////////
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/** Remember that we need to do a synch soon. */
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bool DirtySynchState(const char* SDLStateName, uint32_t synchFlags );
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double GetLastSyncTime() { return fLastSyncTime; }
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/** Get the simulation transform of the physical, in world
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coordinates (factoring in the subworld if necessary */
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void IGetTransformGlobal(hsMatrix44 &l2w) const;
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void ISetTransformGlobal(const hsMatrix44& l2w);
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// Enable/disable collisions and dynamic movement
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void IEnable(bool enable);
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NxActor* fActor;
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plKey fWorldKey; // either a subworld or nil
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plSimDefs::Bounds fBoundsType;
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plSimDefs::Group fGroup;
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uint32_t fReportsOn; // bit vector for groups we report interactions with
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uint16_t fLOSDBs; // Which LOS databases we get put into
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hsBitVector fProps; // plSimulationInterface::plSimulationProperties kept here
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float fMass;
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plKey fObjectKey; // the key to our scene object
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plKey fSceneNode; // the room we're in
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// we need to remember the last matrices we sent to the coordinate interface
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// so that we can recognize them when we send them back and not reapply them,
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// which would reactivate our body. inelegant but effective
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hsMatrix44 fCachedLocal2World;
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// Syncronization
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double fLastSyncTime;
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plSDLModifier* fSDLMod;
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plPhysicalSndGroup* fSndGroup;
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bool fWeWereHit;
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hsVector3 fHitForce;
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hsPoint3 fHitPos;
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plPhysicalProxy* fProxyGen; // visual proxy for debugging
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static int fNumberAnimatedPhysicals;
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static int fNumberAnimatedActivators;
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};
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#endif
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