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.
This commit is contained in:
marauder2k7 2026-06-03 15:08:51 +01:00
parent c7be48130a
commit 13fa178cf6
5986 changed files with 1811270 additions and 453803 deletions

View file

@ -20,91 +20,77 @@ subject to the following restrictions:
#include "bChunk.h"
#include "LinearMath/btHashMap.h"
namespace bParse
{
class bDNA;
class bBlenderFile;
}; // namespace bParse
namespace bParse
{
class bDNA;
// ----------------------------------------------------- //
class bBlenderFile;
};
typedef btHashMap<btHashInt, bListBasePtr> bMainDataMap;
namespace bParse {
// ----------------------------------------------------- //
typedef btHashMap<btHashInt,bListBasePtr> bMainDataMap;
// ----------------------------------------------------- //
class bMain
{
// ----------------------------------------------------- //
class bMain
{
//private:
public:
bBlenderFile* mFP;
bListBasePtr mPool;
public:
bBlenderFile *mFP;
bListBasePtr mPool;
int mVersion;
const char* mName;
int mVersion;
const char *mName;
bMainDataMap mData;
bMainDataMap mData;
bListBasePtr *_findCode(int code);
public:
bMain(bBlenderFile *filePtr, const char *baseName, int fileVersion);
~bMain();
bListBasePtr *_findCode(int code);
int getVersion();
const char *getName();
public:
bMain(bBlenderFile *filePtr, const char *baseName, int fileVersion);
~bMain();
bListBasePtr *getListBasePtr(int listBaseCode);
int getVersion();
const char *getName();
bListBasePtr *getScene();
bListBasePtr *getLibrary();
bListBasePtr *getObject();
bListBasePtr *getMesh();
bListBasePtr *getCurve();
bListBasePtr *getMball();
bListBasePtr *getMat();
bListBasePtr *getTex();
bListBasePtr *getImage();
bListBasePtr *getWave();
bListBasePtr *getLatt();
bListBasePtr *getLamp();
bListBasePtr *getCamera();
bListBasePtr *getIpo();
bListBasePtr *getKey();
bListBasePtr *getWorld();
bListBasePtr *getScreen();
bListBasePtr *getScript();
bListBasePtr *getVfont();
bListBasePtr *getText();
bListBasePtr *getSound();
bListBasePtr *getGroup();
bListBasePtr *getArmature();
bListBasePtr *getAction();
bListBasePtr *getNodetree();
bListBasePtr *getBrush();
bListBasePtr *getListBasePtr(int listBaseCode);
// tracking allocated memory
void addDatablock(void *allocated);
// --
bListBasePtr *getScene();
bListBasePtr *getLibrary();
bListBasePtr *getObject();
bListBasePtr *getMesh();
bListBasePtr *getCurve();
bListBasePtr *getMball();
bListBasePtr *getMat();
bListBasePtr *getTex();
bListBasePtr *getImage();
bListBasePtr *getWave();
bListBasePtr *getLatt();
bListBasePtr *getLamp();
bListBasePtr *getCamera();
bListBasePtr *getIpo();
bListBasePtr *getKey();
bListBasePtr *getWorld();
bListBasePtr *getScreen();
bListBasePtr *getScript();
bListBasePtr *getVfont();
bListBasePtr *getText();
bListBasePtr *getSound();
bListBasePtr *getGroup();
bListBasePtr *getArmature();
bListBasePtr *getAction();
bListBasePtr *getNodetree();
bListBasePtr *getBrush();
void linkList(void *listBasePtr);
};
} // namespace bParse
// tracking allocated memory
void addDatablock(void *allocated);
// --
void linkList(void *listBasePtr);
};
}
#endif//__BMAIN_H__
#endif //__BMAIN_H__