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

@ -1,6 +1,6 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@ -30,48 +30,52 @@ class GL_ShapeDrawer
protected:
struct ShapeCache
{
struct Edge { btVector3 n[2];int v[2]; };
ShapeCache(btConvexShape* s) : m_shapehull(s) {}
btShapeHull m_shapehull;
btAlignedObjectArray<Edge> m_edges;
struct Edge
{
btVector3 n[2];
int v[2];
};
ShapeCache(btConvexShape* s) : m_shapehull(s) {}
btShapeHull m_shapehull;
btAlignedObjectArray<Edge> m_edges;
};
//clean-up memory of dynamically created shape hulls
btAlignedObjectArray<ShapeCache*> m_shapecaches;
unsigned int m_texturehandle;
bool m_textureenabled;
bool m_textureinitialized;
btAlignedObjectArray<ShapeCache*> m_shapecaches;
unsigned int m_texturehandle;
bool m_textureenabled;
bool m_textureinitialized;
ShapeCache* cache(btConvexShape*);
ShapeCache* cache(btConvexShape*);
virtual void drawSceneInternal(const btDiscreteDynamicsWorld* world, int pass);
virtual void drawSceneInternal(const btDiscreteDynamicsWorld* world, int pass, int cameraUpAxis);
public:
GL_ShapeDrawer();
GL_ShapeDrawer();
virtual ~GL_ShapeDrawer();
virtual ~GL_ShapeDrawer();
virtual void drawScene(const btDiscreteDynamicsWorld* world, bool useShadows, int cameraUpAxis);
virtual void drawScene(const btDiscreteDynamicsWorld* world, bool useShadows);
///drawOpenGL might allocate temporary memoty, stores pointer in shape userpointer
virtual void drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color, int debugMode, const btVector3& worldBoundsMin, const btVector3& worldBoundsMax);
virtual void drawShadow(btScalar* m, const btVector3& extrusion, const btCollisionShape* shape, const btVector3& worldBoundsMin, const btVector3& worldBoundsMax);
///drawOpenGL might allocate temporary memoty, stores pointer in shape userpointer
virtual void drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color,int debugMode,const btVector3& worldBoundsMin,const btVector3& worldBoundsMax);
virtual void drawShadow(btScalar* m, const btVector3& extrusion,const btCollisionShape* shape,const btVector3& worldBoundsMin,const btVector3& worldBoundsMax);
bool enableTexture(bool enable) { bool p=m_textureenabled;m_textureenabled=enable;return(p); }
bool hasTextureEnabled() const
{
return m_textureenabled;
}
void drawSphere(btScalar r, int lats, int longs);
static void drawCoordSystem();
bool enableTexture(bool enable)
{
bool p = m_textureenabled;
m_textureenabled = enable;
return (p);
}
bool hasTextureEnabled() const
{
return m_textureenabled;
}
void drawSphere(btScalar r, int lats, int longs);
static void drawCoordSystem();
};
void OGL_displaylist_register_shape(btCollisionShape * shape);
void OGL_displaylist_register_shape(btCollisionShape* shape);
void OGL_displaylist_clean();
#endif //GL_SHAPE_DRAWER_H
#endif //GL_SHAPE_DRAWER_H