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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +00:00
update bullet so it actually works
Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
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c7be48130a
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5986 changed files with 1811270 additions and 453803 deletions
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@ -20,91 +20,77 @@ subject to the following restrictions:
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#include "bChunk.h"
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#include "LinearMath/btHashMap.h"
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namespace bParse
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{
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class bDNA;
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class bBlenderFile;
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}; // namespace bParse
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namespace bParse
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{
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class bDNA;
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// ----------------------------------------------------- //
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class bBlenderFile;
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};
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typedef btHashMap<btHashInt, bListBasePtr> bMainDataMap;
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namespace bParse {
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// ----------------------------------------------------- //
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typedef btHashMap<btHashInt,bListBasePtr> bMainDataMap;
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// ----------------------------------------------------- //
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class bMain
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{
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// ----------------------------------------------------- //
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class bMain
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{
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//private:
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public:
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bBlenderFile* mFP;
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bListBasePtr mPool;
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public:
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bBlenderFile *mFP;
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bListBasePtr mPool;
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int mVersion;
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const char* mName;
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int mVersion;
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const char *mName;
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bMainDataMap mData;
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bMainDataMap mData;
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bListBasePtr *_findCode(int code);
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public:
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bMain(bBlenderFile *filePtr, const char *baseName, int fileVersion);
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~bMain();
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bListBasePtr *_findCode(int code);
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int getVersion();
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const char *getName();
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public:
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bMain(bBlenderFile *filePtr, const char *baseName, int fileVersion);
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~bMain();
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bListBasePtr *getListBasePtr(int listBaseCode);
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int getVersion();
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const char *getName();
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bListBasePtr *getScene();
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bListBasePtr *getLibrary();
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bListBasePtr *getObject();
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bListBasePtr *getMesh();
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bListBasePtr *getCurve();
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bListBasePtr *getMball();
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bListBasePtr *getMat();
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bListBasePtr *getTex();
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bListBasePtr *getImage();
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bListBasePtr *getWave();
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bListBasePtr *getLatt();
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bListBasePtr *getLamp();
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bListBasePtr *getCamera();
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bListBasePtr *getIpo();
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bListBasePtr *getKey();
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bListBasePtr *getWorld();
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bListBasePtr *getScreen();
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bListBasePtr *getScript();
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bListBasePtr *getVfont();
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bListBasePtr *getText();
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bListBasePtr *getSound();
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bListBasePtr *getGroup();
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bListBasePtr *getArmature();
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bListBasePtr *getAction();
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bListBasePtr *getNodetree();
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bListBasePtr *getBrush();
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bListBasePtr *getListBasePtr(int listBaseCode);
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// tracking allocated memory
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void addDatablock(void *allocated);
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// --
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bListBasePtr *getScene();
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bListBasePtr *getLibrary();
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bListBasePtr *getObject();
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bListBasePtr *getMesh();
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bListBasePtr *getCurve();
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bListBasePtr *getMball();
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bListBasePtr *getMat();
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bListBasePtr *getTex();
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bListBasePtr *getImage();
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bListBasePtr *getWave();
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bListBasePtr *getLatt();
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bListBasePtr *getLamp();
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bListBasePtr *getCamera();
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bListBasePtr *getIpo();
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bListBasePtr *getKey();
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bListBasePtr *getWorld();
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bListBasePtr *getScreen();
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bListBasePtr *getScript();
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bListBasePtr *getVfont();
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bListBasePtr *getText();
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bListBasePtr *getSound();
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bListBasePtr *getGroup();
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bListBasePtr *getArmature();
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bListBasePtr *getAction();
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bListBasePtr *getNodetree();
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bListBasePtr *getBrush();
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void linkList(void *listBasePtr);
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};
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} // namespace bParse
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// tracking allocated memory
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void addDatablock(void *allocated);
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// --
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void linkList(void *listBasePtr);
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};
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}
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#endif//__BMAIN_H__
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#endif //__BMAIN_H__
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