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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 OBJECT_FLOCKER_H
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#define OBJECT_FLOCKER_H
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#include "pnModifier/plSingleModifier.h"
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class hsStream;
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class hsResMgr;
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class plRandom;
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class pfObjectFlocker;
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// Database tokens for our prox database
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template <class T>
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class pfTokenForProximityDatabase
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{
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public:
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virtual ~pfTokenForProximityDatabase() {}
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// call this when your position changes
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virtual void UpdateWithNewPosition(const hsPoint3 &newPos) = 0;
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// find all close-by objects (determined by center and radius)
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virtual void FindNeighbors(const hsPoint3 ¢er, const float radius, std::vector<T> &results) = 0;
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};
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// A basic prox database (might need to be optimized in the future)
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template <class T>
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class pfBasicProximityDatabase
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{
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public:
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class tokenType;
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typedef std::vector<tokenType*> tokenVector;
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typedef typename tokenVector::const_iterator tokenIterator;
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// "token" to represent objects stored in the database
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class tokenType: public pfTokenForProximityDatabase<T>
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{
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private:
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tokenVector& fTokens;
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T fParent;
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hsPoint3 fPosition;
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public:
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// constructor
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tokenType(T parentObject, tokenVector& tokens) : fParent(parentObject), fTokens(tokens)
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{
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fTokens.push_back(this);
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}
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// destructor
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virtual ~tokenType()
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{
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// remove this token from the database's vector
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fTokens.erase(std::find(fTokens.begin(), fTokens.end(), this));
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}
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// call this when your position changes
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void UpdateWithNewPosition(const hsPoint3 &newPosition) {fPosition = newPosition;}
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// find all close-by objects (determined by center and radius)
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void FindNeighbors(const hsPoint3 ¢er, const float radius, std::vector<T> & results)
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{
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// take the slow way, loop and check every one
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const float radiusSquared = radius * radius;
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for (tokenIterator i = fTokens.begin(); i != fTokens.end(); i++)
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{
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const hsVector3 offset(¢er, &((**i).fPosition));
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const float distanceSquared = offset.MagnitudeSquared();
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// push onto result vector when within given radius
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if (distanceSquared < radiusSquared)
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results.push_back((**i).fParent);
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}
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}
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};
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private:
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// STL vector containing all tokens in database
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tokenVector fGroup;
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public:
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// constructor
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pfBasicProximityDatabase(void) {}
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// destructor
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virtual ~pfBasicProximityDatabase() {}
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// allocate a token to represent a given client object in this database
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tokenType *MakeToken(T parentObject) {return TRACKED_NEW tokenType(parentObject, fGroup);}
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// return the number of tokens currently in the database
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int Size(void) {return group.size();}
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};
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// A basic vehicle class that handles accelleration, braking, and turning
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class pfVehicle
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{
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private:
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hsPoint3 fPos; // position in meters
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hsPoint3 fLastPos; // the last position we had
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hsPoint3 fSmoothedPosition;
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hsVector3 fVel; // velocity in meters/second
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hsVector3 fSmoothedAcceleration;
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hsVector3 fForward; // forward vector (unit length)
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hsVector3 fLastForward; // the last forward vector we had
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hsVector3 fSide; // side vector (unit length)
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hsVector3 fUp; // up vector (unit length)
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float fSpeed; // speed (length of velocity vector)
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float fMass; // mass of the object (defaults to 1)
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float fMaxForce; // the maximum steering force that can be applied
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float fMaxSpeed; // the maximum speed of this vehicle
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float fCurvature;
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float fSmoothedCurvature;
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float fRadius;
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// measure the path curvature (1/turning radius), maintain smoothed version
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void IMeasurePathCurvature(const float elapsedTime);
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public:
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pfVehicle() {Reset();}
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virtual ~pfVehicle() {}
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void Reset();
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// get/set attributes
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float Mass() const {return fMass;}
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float SetMass(float m) {return fMass = m;}
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hsVector3 Forward() const {return fForward;}
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hsVector3 SetForward(hsVector3 forward) {return fForward = forward;}
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hsVector3 Side() const {return fSide;}
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hsVector3 SetSide(hsVector3 side) {return fSide = side;}
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hsVector3 Up() const {return fUp;}
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hsVector3 SetUp(hsVector3 up) {return fUp = up;}
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hsPoint3 Position() const {return fPos;}
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hsPoint3 SetPosition(hsPoint3 pos) {return fPos = pos;}
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hsVector3 Velocity() const {return Forward() * fSpeed;}
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float Speed() const {return fSpeed;}
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float SetSpeed(float speed) {return fSpeed = speed;}
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float MaxForce() const {return fMaxForce;}
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float SetMaxForce(float maxForce) {return fMaxForce = maxForce;}
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float MaxSpeed() const {return fMaxSpeed;}
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float SetMaxSpeed(float maxSpeed) {return fMaxSpeed = maxSpeed;}
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float Curvature() const {return fCurvature;}
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float SmoothedCurvature() {return fSmoothedCurvature;}
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float ResetSmoothedCurvature(float value = 0);
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hsVector3 SmoothedAcceleration() {return fSmoothedAcceleration;}
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hsVector3 ResetSmoothedAcceleration(const hsVector3 &value = hsVector3(0,0,0));
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hsPoint3 SmoothedPosition() {return fSmoothedPosition;}
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hsPoint3 ResetSmoothedPosition(const hsPoint3 &value = hsPoint3(0,0,0));
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float Radius() const {return fRadius;}
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float SetRadius(float radius) {return fRadius = radius;}
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// Basic geometry functions
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// Reset local space to identity
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void ResetLocalSpace();
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// Set the side vector to a normalized cross product of forward and up
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void SetUnitSideFromForwardAndUp();
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// Regenerate orthonormal basis vectors given a new forward vector (unit length)
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void RegenerateOrthonormalBasisUF(const hsVector3 &newUnitForward);
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// If the new forward is NOT known to have unit length
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void RegenerateOrthonormalBasis(const hsVector3 &newForward)
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{hsVector3 temp = newForward; temp.Normalize(); RegenerateOrthonormalBasisUF(temp);}
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// For supplying both a new forward, and a new up
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void RegenerateOrthonormalBasis(const hsVector3 &newForward, const hsVector3 &newUp)
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{fUp = newUp; RegenerateOrthonormalBasis(newForward);}
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// Keep forward parallel to velocity, change up as little as possible
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virtual void RegenerateLocalSpace(const hsVector3 &newVelocity, const float elapsedTime);
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// Keep forward parallel to velocity, but "bank" the up vector
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void RegenerateLocalSpaceForBanking(const hsVector3 &newVelocity, const float elapsedTime);
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// Vehicle physics functions
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// apply a steering force to our momentum and adjust our
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// orientation to match our velocity vector
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void ApplySteeringForce(const hsVector3 &force, const float deltaTime);
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// adjust the steering force passed to ApplySteeringForce (so sub-classes can refine)
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// by default, we won't allow backward-facing steering at a low speed
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virtual hsVector3 AdjustRawSteeringForce(const hsVector3 &force, const float deltaTime);
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// apply a braking force
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void ApplyBrakingForce(const float rate, const float deltaTime);
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// predict the position of the vehicle (assumes constant velocity)
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hsPoint3 PredictFuturePosition(const float predictionTime);
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};
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// A goal object, basically keeps track of a scene object so we can get velocity from it
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class pfBoidGoal
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{
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private:
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hsPoint3 fLastPos;
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hsPoint3 fCurPos;
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hsVector3 fForward;
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float fSpeed; // in meters/sec
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hsBool fHasLastPos; // does the last position make sense?
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public:
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pfBoidGoal();
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~pfBoidGoal() {}
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void Update(plSceneObject *goal, float deltaTime);
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hsPoint3 Position() const {return fCurPos;}
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float Speed() const {return fSpeed;}
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hsVector3 Forward() const {return fForward;}
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hsPoint3 PredictFuturePosition(const float predictionTime);
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};
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typedef pfTokenForProximityDatabase<pfVehicle*> pfProximityToken;
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typedef pfBasicProximityDatabase<pfVehicle*> pfProximityDatabase;
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// The actual "flocking following" (not really a boid, but whatever)
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class pfBoid: public pfVehicle
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{
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private:
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plKey fObjKey;
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float fWanderSide;
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float fWanderUp;
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float fGoalWeight;
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float fRandomWeight;
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float fSeparationRadius;
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float fSeparationAngle;
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float fSeparationWeight;
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float fCohesionRadius;
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float fCohesionAngle;
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float fCohesionWeight;
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pfProximityToken* fProximityToken;
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std::vector<pfVehicle*> fNeighbors;
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// Set our flocking settings to default
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void IFlockDefaults();
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// Setup our prox database token
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void ISetupToken(pfProximityDatabase &pd);
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// Are we in the neighborhood of another boid?
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hsBool IInBoidNeighborhood(const pfVehicle &other, const float minDistance, const float maxDistance, const float cosMaxAngle);
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// Wander steering
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hsVector3 ISteerForWander(float timeDelta);
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// Seek the target point
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hsVector3 ISteerForSeek(const hsPoint3 &target);
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// Steer the boid toward our goal
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hsVector3 ISteerToGoal(pfBoidGoal &goal, float maxPredictionTime);
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// Steer to keep separation
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hsVector3 ISteerForSeparation(const float maxDistance, const float cosMaxAngle, const std::vector<pfVehicle*> &flock);
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// Steer to keep the flock together
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hsVector3 ISteerForCohesion(const float maxDistance, const float cosMaxAngle, const std::vector<pfVehicle*> &flock);
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public:
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pfObjectFlocker *fFlockerPtr;
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pfBoid(pfProximityDatabase &pd, pfObjectFlocker *flocker, plKey &key);
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pfBoid(pfProximityDatabase &pd, pfObjectFlocker *flocker, plKey &key, hsPoint3 &pos);
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pfBoid(pfProximityDatabase &pd, pfObjectFlocker *flocker, plKey &key, hsPoint3 &pos, float speed, hsVector3 &forward, hsVector3 &side, hsVector3 &up);
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virtual ~pfBoid();
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// Get/set functions
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float GoalWeight() const {return fGoalWeight;}
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float SetGoalWeight(float goalWeight) {return fGoalWeight = goalWeight;}
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float WanderWeight() const {return fRandomWeight;}
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float SetWanderWeight(float wanderWeight) {return fRandomWeight = wanderWeight;}
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float SeparationWeight() const {return fSeparationWeight;}
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float SetSeparationWeight(float weight) {return fSeparationWeight = weight;}
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float SeparationRadius() const {return fSeparationRadius;}
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float SetSeparationRadius(float radius) {return fSeparationRadius = radius;}
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float CohesionWeight() const {return fCohesionWeight;}
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float SetCohesionWeight(float weight) {return fCohesionWeight = weight;}
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float CohesionRadius() const {return fCohesionRadius;}
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float SetCohesionRadius(float radius) {return fCohesionRadius = radius;}
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// Update the boid's data based on the goal and time delta
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void Update(pfBoidGoal &goal, float deltaTime);
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plKey &GetKey() {return fObjKey;}
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// We're redirecting this to the "banking" function
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virtual void RegenerateLocalSpace(const hsVector3 &newVelocity, const float elapsedTime);
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};
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class pfFlock
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{
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private:
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std::vector<pfBoid*> fBoids;
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pfBoidGoal fBoidGoal;
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pfProximityDatabase *fDatabase;
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// global values so when we add a boid we can set it's parameters
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float fGoalWeight, fRandomWeight;
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float fSeparationWeight, fSeparationRadius;
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float fCohesionWeight, fCohesionRadius;
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float fMaxForce; // max steering force
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float fMaxSpeed, fMinSpeed;
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public:
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pfFlock();
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~pfFlock();
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// Get/set functions (affect the whole flock, and any new boids added)
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float GoalWeight() const {return fGoalWeight;}
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void SetGoalWeight(float goalWeight);
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float WanderWeight() const {return fRandomWeight;}
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void SetWanderWeight(float wanderWeight);
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float SeparationWeight() const {return fSeparationWeight;}
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void SetSeparationWeight(float weight);
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float SeparationRadius() const {return fSeparationRadius;}
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void SetSeparationRadius(float radius);
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float CohesionWeight() const {return fCohesionWeight;}
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void SetCohesionWeight(float weight);
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float CohesionRadius() const {return fCohesionRadius;}
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void SetCohesionRadius(float radius);
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float MaxForce() const {return fMaxForce;}
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void SetMaxForce(float force);
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float MaxSpeed() const {return fMaxSpeed;}
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void SetMaxSpeed(float speed);
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float MinSpeed() const {return fMinSpeed;}
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void SetMinSpeed(float minSpeed);
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// setup/run functions
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void AddBoid(pfObjectFlocker *flocker, plKey &key, hsPoint3 &pos);
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void Update(plSceneObject *goal, float deltaTime);
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pfBoid *GetBoid(int i);
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friend class pfObjectFlocker;
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};
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class pfObjectFlocker : public plSingleModifier
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{
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public:
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pfObjectFlocker();
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~pfObjectFlocker();
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CLASSNAME_REGISTER( pfObjectFlocker );
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GETINTERFACE_ANY( pfObjectFlocker, plSingleModifier );
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virtual void SetTarget(plSceneObject* so);
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virtual hsBool MsgReceive(plMessage* msg);
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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void SetNumBoids(UInt8 val);
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void SetBoidKey(plKey key) { fBoidKey = key; }
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float GoalWeight() const {return fFlock.GoalWeight();}
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void SetGoalWeight(float goalWeight) {fFlock.SetGoalWeight(goalWeight);}
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float WanderWeight() const {return fFlock.WanderWeight();}
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void SetWanderWeight(float wanderWeight) {fFlock.SetWanderWeight(wanderWeight);}
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float SeparationWeight() const {return fFlock.SeparationWeight();}
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void SetSeparationWeight(float weight) {fFlock.SetSeparationWeight(weight);}
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float SeparationRadius() const {return fFlock.SeparationRadius();}
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void SetSeparationRadius(float radius) {fFlock.SetSeparationRadius(radius);}
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float CohesionWeight() const {return fFlock.CohesionWeight();}
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void SetCohesionWeight(float weight) {fFlock.SetCohesionWeight(weight);}
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float CohesionRadius() const {return fFlock.CohesionRadius();}
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void SetCohesionRadius(float radius) {fFlock.SetCohesionRadius(radius);}
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float MaxForce() const {return fFlock.MaxForce();}
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void SetMaxForce(float force) {fFlock.SetMaxForce(force);}
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float MaxSpeed() const {return fFlock.MaxSpeed();}
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void SetMaxSpeed(float speed) {fFlock.SetMaxSpeed(speed);}
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float MinSpeed() const {return fFlock.MinSpeed();}
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void SetMinSpeed(float minSpeed) {fFlock.SetMinSpeed(minSpeed);}
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hsBool RandomizeAnimStart() const {return fRandomizeAnimationStart;}
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void SetRandomizeAnimStart(hsBool val) {fRandomizeAnimationStart = val;}
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hsBool UseTargetRotation() const {return fUseTargetRotation;}
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void SetUseTargetRotation(hsBool val) {fUseTargetRotation = val;}
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protected:
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const static int fFileVersion; // so we don't have to update the global version number when we change
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pfFlock fFlock;
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int fNumBoids;
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plKey fBoidKey;
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hsBool fUseTargetRotation;
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hsBool fRandomizeAnimationStart;
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
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};
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#endif
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