Ported part and pvinstance, made XplicitNgine not use globals
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#pragma once
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#include "PVInstance.h"
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#include "Enum.h"
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#define _USE_MATH_DEFINES
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#include <cmath>
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namespace B3D
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{
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class PartInstance : public PVInstance
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{
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public:
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PartInstance(void);
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~PartInstance(void);
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//Reflective Properties
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Reflection::ReflectionProperty<Color3> color;
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Reflection::ReflectionProperty<bool> canCollide;
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//Surfaces
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Reflection::ReflectionProperty<Enum::SurfaceType::Value> top, front, right, back, left, bottom;
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//Shapes
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Reflection::ReflectionProperty<Enum::Shape::Value> shape;
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//OnTouch
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Reflection::ReflectionProperty<Enum::ActionType::Value> onTouchAction;
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Reflection::ReflectionProperty<Enum::Sound::Value> OnTouchSound;
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//Non-Reflective Variables
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dBodyID physBody;
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dGeomID physGeom[3];
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//Functions
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//Rendering
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virtual void PartInstance::postRender(RenderDevice* rd);
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virtual void render(RenderDevice*);
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virtual void renderName(RenderDevice*);
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//Getters
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Vector3 getPosition();
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Vector3 getVelocity();
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Vector3 getRotVelocity();
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Vector3 getSize();
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Box getBox();
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Sphere getSphere();
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Box getScaledBox();
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CoordinateFrame getCFrame();
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//OnTouch Getters
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bool isSingleShot();
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int getTouchesToTrigger();
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int getUniqueObjectsToTrigger();
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int getChangeScore();
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float getChangeTimer();
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//Setters
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void setParent(Instance* parent);
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void setPosition(Vector3);
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void setVelocity(Vector3);
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void setRotVelocity(Vector3);
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void setCFrame(CoordinateFrame);
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void setCFrameNoSync(CoordinateFrame);
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void setSize(Vector3);
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void setShape(Enum::Shape::Value shape);
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void setChanged();
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void setSurface(int face, Enum::SurfaceType::Value surface);
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void setAnchored(bool anchored);
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bool isAnchored();
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float getMass();
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bool isDragging();
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void setDragging(bool value);
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//Collision
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bool collides(PartInstance * part);
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bool collides(Box);
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// onTouch
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void onTouch();
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private:
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//Reflective Properties
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Reflection::ReflectionProperty<bool> anchored;
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Reflection::ReflectionProperty<Vector3> position;
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Reflection::ReflectionProperty<Vector3> size;
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Reflection::ReflectionProperty<Vector3> velocity;
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Reflection::ReflectionProperty<Vector3> rotVelocity;
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// OnTouch
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Reflection::ReflectionProperty<bool> singleShot;
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Reflection::ReflectionProperty<int> touchesToTrigger;
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Reflection::ReflectionProperty<int> uniqueObjectsToTrigger;
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Reflection::ReflectionProperty<int> changeScore;
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Reflection::ReflectionProperty<float> changeTimer;
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//Non-reflective Variables
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bool changed;
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bool dragging;
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Box itemBox;
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GLuint glList;
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bool _touchedOnce;
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};
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}
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