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Unify Object Atomic/Clump handling
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714e4b2041
commit
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@ -118,6 +118,7 @@ ClumpPtr Clump::clone() const {
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auto newroot = rootframe_->cloneHierarchy();
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auto clump = std::make_shared<Clump>();
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clump->setFrame(newroot);
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clump->boundingRadius = boundingRadius;
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// This isn't the most optimal implementation, but this code is likely
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// to be replaced soon.
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@ -227,7 +227,7 @@ CutsceneObject* GameWorld::createCutsceneObject(const uint16_t id,
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if (id == 0) {
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auto playerobj = pedestrianPool.find(state->playerObject);
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if (playerobj) {
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model = playerobj->getModel();
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model = playerobj->getClump();
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}
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}
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@ -1050,7 +1050,7 @@ GameWorld::findOverlappingObjects(const glm::vec3 ¢er,
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auto checkObjects = [&](const auto& objects) {
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for (auto& p : objects) {
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const auto& object = p.second.get();
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auto objectBounds = object->getModel()->getBoundingRadius();
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auto objectBounds = object->getClump()->getBoundingRadius();
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if (glm::distance(center, object->getPosition()) <
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radius + objectBounds) {
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overlapping.push_back(object);
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@ -38,7 +38,7 @@ Garage::Garage(GameWorld* engine_, size_t id_, const glm::vec3& coord0,
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for (const auto& p : engine->instancePool.objects) {
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const auto inst = static_cast<InstanceObject*>(p.second.get());
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if (!inst->getModel()) {
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if (!inst->getClump()) {
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continue;
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}
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@ -16,7 +16,7 @@ Payphone::Payphone(GameWorld* engine_, size_t id_, const glm::vec2& coord)
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// Find payphone object, original game does this differently
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for (const auto& p : engine->instancePool.objects) {
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auto o = p.second.get();
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if (!o->getModel()) {
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if (!o->getClump()) {
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continue;
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}
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if (o->getModelInfo<BaseModelInfo>()->name != "phonebooth1") {
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@ -43,9 +43,8 @@ CharacterObject::CharacterObject(GameWorld* engine, const glm::vec3& pos,
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ai::CharacterController* controller)
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: GameObject(engine, pos, rot, modelinfo), controller(controller) {
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auto info = getModelInfo<PedModelInfo>();
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setClump(info->getModel()->clone());
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if (info->getModel()) {
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setModel(info->getModel());
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setModel(info->getModel()->clone());
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animator = std::make_unique<Animator>(getClump());
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createActor();
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@ -70,7 +69,7 @@ void CharacterObject::createActor(const glm::vec2& size) {
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}
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// Don't create anything without a valid model.
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if (getModel()) {
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if (getClump()) {
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btTransform tf;
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tf.setIdentity();
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tf.setOrigin(btVector3(position.x, position.y, position.z));
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@ -53,7 +53,7 @@ class GameWorld;
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* @brief The CharacterObject struct
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* Implements Character object behaviours.
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*/
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class CharacterObject final : public GameObject, public ClumpObject {
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class CharacterObject final : public GameObject {
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private:
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CharacterState currentState{};
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@ -10,12 +10,11 @@ CutsceneObject::CutsceneObject(GameWorld *engine, const glm::vec3 &pos,
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BaseModelInfo *modelinfo)
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: GameObject(engine, pos, rot, modelinfo) {
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if (model) {
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setModel(model);
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setModel(model->clone());
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}
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else {
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setModel(getModelInfo<ClumpModelInfo>()->getModel());
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setModel(getModelInfo<ClumpModelInfo>()->getModel()->clone());
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}
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setClump(getModel()->clone());
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animator = std::make_unique<Animator>(getClump());
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}
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@ -12,7 +12,7 @@ class ModelFrame;
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/**
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* @brief Object type used for cutscene animations.
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*/
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class CutsceneObject final : public GameObject, public ClumpObject {
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class CutsceneObject final : public GameObject {
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GameObject* _parent = nullptr;
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ModelFrame* _bone = nullptr;
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@ -6,6 +6,9 @@
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#include "engine/Animator.hpp"
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const AtomicPtr GameObject::NullAtomic;
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const ClumpPtr GameObject::NullClump;
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GameObject::~GameObject() {
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if (modelinfo_) {
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modelinfo_->removeReference();
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@ -2,6 +2,7 @@
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#define _RWENGINE_GAMEOBJECT_HPP_
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#include <limits>
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#include <variant>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/vec3.hpp>
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@ -28,10 +29,11 @@ class GameObject {
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BaseModelInfo* modelinfo_;
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/**
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* Model used for rendering
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*/
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ClumpPtr model_ = nullptr;
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using Model = std::variant<AtomicPtr, ClumpPtr>;
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Model model_;
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static const AtomicPtr NullAtomic;
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static const ClumpPtr NullClump;
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protected:
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void changeModelInfo(BaseModelInfo* next) {
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@ -92,16 +94,30 @@ public:
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return static_cast<T*>(modelinfo_);
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}
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/**
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* @return The model used in rendering
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*/
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ClumpPtr getModel() const {
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const Model& getModel() const {
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return model_;
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}
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/**
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* Changes the current model, used for re-dressing chars
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*/
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const AtomicPtr& getAtomic() const {
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if (auto atomic = std::get_if<AtomicPtr>(&model_))
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{
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return *atomic;
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}
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return NullAtomic;
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}
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const ClumpPtr& getClump() const {
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if (auto clump = std::get_if<ClumpPtr>(&model_))
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{
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return *clump;
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}
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return NullClump;
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}
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void setModel(const AtomicPtr& model) {
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model_ = model;
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}
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void setModel(const ClumpPtr& model) {
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model_ = model;
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}
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@ -265,18 +281,4 @@ private:
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ObjectLifetime lifetime = GameObject::UnknownLifetime;
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};
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class ClumpObject {
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ClumpPtr clump_;
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protected:
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void setClump(const ClumpPtr& ptr) {
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clump_ = ptr;
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}
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public:
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const ClumpPtr& getClump() const {
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return clump_;
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}
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};
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#endif // __GAMEOBJECTS_HPP__
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@ -173,8 +173,7 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
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wheelsRotation.push_back(0.f);
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}
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setModel(getVehicle()->getModel());
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setClump(getModelInfo<VehicleModelInfo>()->getModel()->clone());
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setModel(getVehicle()->getModel()->clone());
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setupModel();
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}
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@ -39,7 +39,7 @@ struct btVehicleRaycaster;
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* @class VehicleObject
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* Implements Vehicle behaviours.
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*/
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class VehicleObject final : public GameObject, public ClumpObject {
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class VehicleObject final : public GameObject {
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private:
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float steerAngle{0.f};
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float throttle{0.f};
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@ -219,9 +219,9 @@ ScriptModel getModel(const ScriptArguments& args, ScriptModel model);
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inline void clearSpaceForObject(const ScriptArguments& args,
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GameObject* object) {
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RW_ASSERT(object->getModel());
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RW_ASSERT(object->getClump());
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auto radius = object->getModel()->getBoundingRadius();
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auto radius = object->getClump()->getBoundingRadius();
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const auto& overlapping = args.getWorld()->findOverlappingObjects(
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object->getPosition(), radius);
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@ -10900,7 +10900,7 @@ void opcode_03b6(const ScriptArguments& args, ScriptVec3 coord, const ScriptFloa
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for(auto& p : args.getWorld()->instancePool.objects) {
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auto o = p.second.get();
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if( !o->getModel() ) continue;
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if( !o->getClump() ) continue;
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if( o->getModelInfo<BaseModelInfo>()->name != oldmodel ) continue;
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float d = glm::distance(coord, o->getPosition());
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if( d < radius ) {
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@ -448,7 +448,7 @@ const ViewCamera& IngameState::getCamera(float alpha) {
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if (target->type() == GameObject::Vehicle) {
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auto vehicle = static_cast<VehicleObject*>(target);
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auto model = vehicle->getModel();
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auto model = vehicle->getClump();
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auto maxDist = model->getBoundingRadius() * 2.f;
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viewDistance = viewDistance + maxDist;
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lookTargetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);
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@ -230,8 +230,8 @@ void ViewerWidget::showObject(quint16 item) {
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RW_CHECK(_object != nullptr, "Dummy Object is null");
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if (_object->getModel()) {
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auto objectRadius = _object->getModel()->getBoundingRadius();
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if (_object->getClump()) {
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auto objectRadius = _object->getClump()->getBoundingRadius();
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viewDistance = objectRadius * 2;
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viewAngles.x = glm::radians(-45.f);
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viewAngles.y = glm::radians(22.5f);
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@ -61,7 +61,7 @@ BOOST_AUTO_TEST_CASE(test_activities) {
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VehicleObject* vehicle = Global::get().e->createVehicle(
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90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle->getModel() != nullptr);
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BOOST_REQUIRE(vehicle->getClump() != nullptr);
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auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});
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BOOST_REQUIRE(character != nullptr);
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@ -30,7 +30,7 @@ BOOST_AUTO_TEST_CASE(vehicle_parts) {
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Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle);
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BOOST_REQUIRE(vehicle->getModel());
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BOOST_REQUIRE(vehicle->getClump());
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VehicleObject::Part* part = vehicle->getPart("bonnet_dummy");
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@ -53,7 +53,7 @@ BOOST_AUTO_TEST_CASE(vehicle_part_vis) {
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Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle);
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BOOST_REQUIRE(vehicle->getModel());
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BOOST_REQUIRE(vehicle->getClump());
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VehicleObject::Part* bonnetpart = vehicle->getPart("bonnet_dummy");
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@ -39,7 +39,7 @@ BOOST_AUTO_TEST_CASE(TestDoWeaponScan, DATA_TEST_PREDICATE) {
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// Test RADIUS scan
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auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});
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BOOST_REQUIRE(character != nullptr);
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BOOST_REQUIRE(character->getModel() != nullptr);
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BOOST_REQUIRE(character->getClump() != nullptr);
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BOOST_REQUIRE(character->physObject != nullptr);
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WeaponScan scan(10.f, {0.f, 0.f, 10.f}, {0.f, 0.f, -10.f});
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