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* rulesets/Motion.cpp: Ensure collision prediction returns move_tick when a collision is not predicted. Remove pointless assignments. Clarify error message.
246 lines
10 KiB
C++
246 lines
10 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2005 Alistair Riddoch
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//
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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 2 of the License, or
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// (at your option) any later version.
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//
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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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//
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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, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#include "Motion.h"
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#include "rulesets/Entity.h"
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#include "physics/Vector3D.h"
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#include "physics/Collision.h"
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#include "common/compose.hpp"
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#include "common/debug.h"
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#include "common/const.h"
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#include "common/log.h"
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#include <iostream>
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static const bool debug_flag = false;
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Motion::Motion(Entity & body) : m_entity(body), m_serialno(0)
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{
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}
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Motion::~Motion()
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{
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}
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void Motion::setMode(const std::string & mode)
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{
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m_mode = mode;
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// FIXME Re-configure stuff, and possible schedule an update?
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}
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void Motion::adjustPostion()
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{
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}
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Operation * Motion::genUpdateOperation()
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{
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return 0;
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}
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Operation * Motion::genMoveOperation()
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{
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return 0;
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}
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float Motion::checkCollisions()
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{
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// Check to see whether a collision is going to occur from now until the
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// the next tick in consts::move_tick seconds
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float collTime = consts::move_tick;
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debug( std::cout << "checking " << m_entity.getId()
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<< m_entity.m_location.pos()
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<< m_entity.m_location.velocity() << " in "
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<< m_entity.m_location.m_loc->getId()
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<< " against"; );
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m_collEntity = NULL;
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m_collLocChange = false;
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m_collision = false;
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// Check against everything within the current container
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EntitySet::const_iterator I = m_entity.m_location.m_loc->m_contains.begin();
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EntitySet::const_iterator Iend = m_entity.m_location.m_loc->m_contains.end();
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for (; I != Iend; ++I) {
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// Don't check for collisions with ourselves
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if ((*I) == &m_entity) { continue; }
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const Location & other_location = (*I)->m_location;
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if (!other_location.bBox().isValid() || !other_location.isSolid()) {
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continue;
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}
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debug( std::cout << " " << (*I)->getId(); );
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Vector3D normal;
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float t = consts::move_tick + 1;
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if (!predictCollision(m_entity.m_location, other_location, t, normal) || (t < 0)) {
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continue;
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}
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debug( std::cout << (*I)->getId() << other_location.pos() << other_location.velocity(); );
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debug( std::cout << "[" << t << "]"; );
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if (t <= collTime) {
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m_collEntity = *I;
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m_collNormal = normal;
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collTime = t;
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}
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}
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debug( std::cout << std::endl << std::flush; );
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if (m_collEntity == NULL) {
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// Check whethe we are moving out of parents bounding box
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// If ref has no bounding box, or itself has no ref, then we can't
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// Move out of it.
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const Location & parent_location = m_entity.m_location.m_loc->m_location;
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if (!parent_location.bBox().isValid() || (parent_location.m_loc == 0)) {
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return consts::move_tick;
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}
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// float t = m_entity.m_location.timeToExit(parent_location);
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float t = 0;
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predictEmergence(m_entity.m_location, parent_location, t);
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// if (t == 0) { return; }
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// if (t < 0) { t = 0; }
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if (t > consts::move_tick) { return consts::move_tick; }
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collTime = t;
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debug(std::cout << "Collision with parent bounding box in "
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<< collTime << std::endl << std::flush;);
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m_collEntity = m_entity.m_location.m_loc;
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m_collLocChange = true;
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} else if (!m_collEntity->m_location.isSimple()) {
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debug(std::cout << "Collision with complex object" << std::endl
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<< std::flush;);
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// Non solid container - check for collision with its contents.
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const Location & lc2 = m_collEntity->m_location;
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Location rloc(m_entity.m_location);
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rloc.m_loc = m_collEntity;
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if (lc2.orientation().isValid()) {
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rloc.m_pos = m_entity.m_location.m_pos.toLocalCoords(lc2.pos(), lc2.orientation());
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} else {
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static const Quaternion identity(1, 0, 0, 0);
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rloc.m_pos = m_entity.m_location.m_pos.toLocalCoords(lc2.pos(), identity);
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}
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float coll2Time = consts::move_tick;
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// rloc is now m_entity.m_location of character with loc set to m_collEntity
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I = m_collEntity->m_contains.begin();
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Iend = m_collEntity->m_contains.end();
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for (; I != Iend; ++I) {
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const Location & other_location = (*I)->m_location;
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if (!other_location.bBox().isValid()) { continue; }
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Vector3D normal;
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float t = consts::move_tick + 1;
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if (!predictCollision(rloc, other_location, t, normal) || (t < 0)) {
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continue;
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}
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if (t <= coll2Time) {
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coll2Time = t;
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}
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// What to do with the normal?
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}
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// There is a small possibility that if
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// coll2Time == collTime == move_tick, we will miss a collision
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if ((coll2Time - collTime) > (consts::move_tick / 10)) {
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debug( std::cout << "passing into it " << collTime << ":"
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<< coll2Time << std::endl << std::flush;);
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// We are entering collEntity.
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m_collLocChange = true;
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}
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}
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assert(m_collEntity != NULL);
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m_collision = true;
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debug( std::cout << "COLLISION" << std::endl << std::flush; );
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debug( std::cout << "Setting target loc to "
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<< m_entity.m_location.pos() << "+"
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<< m_entity.m_location.velocity() << "*" << collTime;);
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return collTime;
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}
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bool Motion::resolveCollision()
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{
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Location & location(m_entity.m_location);
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bool moving = true;
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if (m_collLocChange) {
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// We are changing container (LOC)
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static const Quaternion identity(Quaternion().identity());
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debug(std::cout << "CONTACT " << m_collEntity->getId()
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<< std::endl << std::flush;);
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if (m_collEntity == location.m_loc) {
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// Passing out of current container
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debug(std::cout << "OUT"
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<< m_collEntity->m_location.pos()
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<< std::endl << std::flush;);
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const Quaternion & collOrientation = m_collEntity->m_location.orientation().isValid() ?
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m_collEntity->m_location.orientation() :
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identity;
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location.m_pos = location.m_pos.toParentCoords(m_collEntity->m_location.pos(), collOrientation);
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location.m_orientation *= collOrientation;
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location.m_velocity.rotate(collOrientation);
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m_entity.changeContainer(m_collEntity->m_location.m_loc);
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} else if (m_collEntity->m_location.m_loc == location.m_loc) {
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// Passing into new container
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debug(std::cout << "IN" << std::endl << std::flush;);
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const Quaternion & collOrientation = m_collEntity->m_location.orientation().isValid() ?
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m_collEntity->m_location.orientation() :
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identity;
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location.m_pos = location.m_pos.toLocalCoords(m_collEntity->m_location.pos(), collOrientation);
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location.m_orientation /= collOrientation;
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location.m_velocity.rotate(collOrientation.inverse());
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m_entity.changeContainer(m_collEntity);
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} else {
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// Container we are supposed to changing to is wrong.
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// Just stop where we currently are. Debugging is required to work out
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// why this happens
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log(ERROR, String::compose("BAD COLLISION: %1(%2) with %3(%4)%5 when LOC is currently %6(%7)%8.",
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m_entity.getId(),
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m_entity.getType(),
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m_collEntity->getId(),
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m_collEntity->getType(),
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location.m_pos,
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location.m_loc->getId(),
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location.m_loc->getType(),
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location.m_pos).c_str());
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// reset();
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location.m_velocity = Vector3D(0,0,0);
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moving = false;
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}
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} else {
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// We have arrived at our target position and must
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// stop, or be deflected
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if (location.m_loc != m_collEntity->m_location.m_loc) {
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// Race condition
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// This occurs if we get asked for a new update before
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// the last move has taken effect, so we make the new
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// pos exactly as it was when the last collision was
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// predicted.
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log(ERROR, "NON COLLISION - target does not have common parent");
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} else {
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// FIXME Generate touch ops
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// This code relies on m_collNormal being a unit vector
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float vel_square_mag = location.velocity().sqrMag();
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location.m_velocity -= m_collNormal * Dot(m_collNormal, location.m_velocity);
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if ((location.m_velocity.mag() / consts::base_velocity) > 0.05) {
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m_collEntity = NULL;
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location.m_velocity.normalize();
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location.m_velocity *= sqrt(vel_square_mag);
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} else {
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// reset();
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location.m_velocity = Vector3D(0,0,0);
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moving = false;
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}
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}
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}
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clearCollision();
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return moving;
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}
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