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@@ -91,8 +91,8 @@ CPhysicsState CPhysicsActor::GetPhysicsState() const {
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void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) {
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SetTranslation(state.GetTranslation());
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CQuaternion quat = state.GetOrientationWR();
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CVector3f translation = GetTranslation();
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const CQuaternion& quat = state.GetOrientationWR();
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const CVector3f& translation = GetTranslation();
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SetTransform(quat.BuildTransform4f(translation));
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SetConstantForceWR(state.GetConstantForceWR());
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SetAngularMomentumWR(state.GetAngularMomentumWR());
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@@ -105,43 +105,71 @@ void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) {
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}
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CVector3f CPhysicsActor::CalculateNewVelocityWR_UsingImpulses() const {
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float impX;
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float impY;
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float impZ;
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float masRecip;
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float moveImpX;
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float moveImpY;
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float moveImpZ;
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float velX;
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float velY;
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float velZ;
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impX = x168_impulse.GetX();
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impY = x168_impulse.GetY();
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impZ = x168_impulse.GetZ();
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moveImpX = x18c_moveImpulse.GetX();
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moveImpY = x18c_moveImpulse.GetY();
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moveImpZ = x18c_moveImpulse.GetZ();
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masRecip = xec_massRecip;
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velY = x138_velocity.GetY();
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velZ = x138_velocity.GetZ();
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return CVector3f(velX + masRecip * (impX + moveImpX), velY + masRecip * (impY + moveImpY),
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velZ + masRecip * (impZ + moveImpZ));
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return x138_velocity + xec_massRecip * (x168_impulse + x18c_moveImpulse);
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}
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CMotionState CPhysicsActor::PredictMotion(float dt) const {}
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CMotionState CPhysicsActor::PredictMotion(float dt) const {
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const CMotionState& msl = PredictLinearMotion(dt);
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CVector3f translation = msl.GetTranslation();
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CVector3f velocity = msl.GetVelocity();
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CMotionState CPhysicsActor::PredictAngularMotion(float dt) const {}
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const CMotionState& msa = PredictAngularMotion(dt);
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CNUQuaternion orientation = msa.GetOrientation();
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CAxisAngle angularMomentum = msa.GetAngularMomentum();
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CMotionState CPhysicsActor::PredictLinearMotion(float dt) const {}
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return CMotionState(translation, orientation, velocity, angularMomentum);
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}
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CMotionState CPhysicsActor::PredictMotion_Internal(float dt) const {}
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CMotionState CPhysicsActor::PredictAngularMotion(float dt) const {
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CVector3f v1 = (x180_angularImpulse.GetVector() + x198_moveAngularImpulse.GetVector()) *
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xf4_inertiaTensorRecip;
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CVector3f v2 = x144_angularVelocity.GetVector() + v1;
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void CPhysicsActor::SetMotionState(const CMotionState& state) {}
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CNUQuaternion q3 = (0.5f * CNUQuaternion(0.f, v2)) *
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CNUQuaternion::BuildFromQuaternion(CQuaternion::FromMatrix(GetTransform()));
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CAxisAngle torque = x174_torque;
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return CMotionState(CVector3f::Zero(), q3 * dt, CVector3f::Zero(),
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(torque * dt) + x180_angularImpulse);
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}
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CMotionState CPhysicsActor::PredictLinearMotion(float dt) const {
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CVector3f velocity = CalculateNewVelocityWR_UsingImpulses();
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CVector3f sum = x15c_force + x150_momentum;
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return CMotionState(dt * velocity, CNUQuaternion(0.0f, CVector3f::Zero()),
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dt * sum + x168_impulse, CAxisAngle::Identity());
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}
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CMotionState CPhysicsActor::PredictMotion_Internal(float dt) const {
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if (!xf8_25_angularEnabled) {
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const CMotionState& msl = PredictLinearMotion(dt);
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CVector3f translation = msl.GetTranslation();
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CVector3f velocity = msl.GetVelocity();
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const CMotionState& msa = PredictAngularMotion(dt);
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CNUQuaternion orientation = msa.GetOrientation();
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CAxisAngle angularMomentum = msa.GetAngularMomentum();
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return CMotionState(translation, orientation, velocity, angularMomentum);
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} else {
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return PredictLinearMotion(dt);
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}
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}
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void CPhysicsActor::SetMotionState(const CMotionState& state) {
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const CQuaternion& q = CQuaternion::FromNUQuaternion(state.GetOrientation());
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SetTransform(q.BuildTransform4f(x34_transform.GetTranslation()));
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SetTranslation(state.GetTranslation());
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xfc_constantForce = state.GetVelocity();
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x108_angularMomentum = state.GetAngularMomentum();
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ComputeDerivedQuantities();
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}
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CMotionState CPhysicsActor::GetMotionState() const {
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CNUQuaternion nquat(CNUQuaternion::BuildFromQuaternion(GetRotation()));
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const CNUQuaternion& nquat = CNUQuaternion::BuildFromQuaternion(GetRotation());
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return CMotionState(GetTranslation(), nquat, GetConstantForceWR(), GetAngularMomentumWR());
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}
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