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

@ -5,6 +5,9 @@
struct PrimVec2
{
PrimVec2()
{
}
PrimVec2(float x, float y)
{
p[0] = x;
@ -16,52 +19,64 @@ struct PrimVec2
struct PrimVec4
{
PrimVec4() {}
PrimVec4(float x,float y, float z, float w)
PrimVec4(float x, float y, float z, float w)
{
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
float p[4];
};
typedef struct
struct PrimVertex
{
PrimVec4 position;
PrimVec4 colour;
PrimVec2 uv;
} PrimVertex;
PrimVertex(const PrimVec4& p, const PrimVec4& c, const PrimVec2& u)
: position(p),
colour(c),
uv(u)
{
}
PrimVertex()
{
}
PrimVec4 position;
PrimVec4 colour;
PrimVec2 uv;
};
class GLPrimitiveRenderer
{
int m_screenWidth;
int m_screenHeight;
int m_screenWidth;
int m_screenHeight;
struct PrimInternalData* m_data;
struct PrimInternalData2* m_data2;
void loadBufferData();
struct PrimInternalData* m_data;
void loadBufferData();
public:
GLPrimitiveRenderer(int screenWidth, int screenHeight);
virtual ~GLPrimitiveRenderer();
GLPrimitiveRenderer(int screenWidth, int screenHeight);
virtual ~GLPrimitiveRenderer();
void drawRect(float x0, float y0, float x1, float y1, float color[4]);
void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA=0);
void drawTexturedRect3D(const PrimVertex& v0,const PrimVertex& v1,const PrimVertex& v2,const PrimVertex& v3,float viewMat[16],float projMat[16], bool useRGBA = true);
void drawLine();//float from[4], float to[4], float color[4]);
void setScreenSize(int width, int height);
PrimInternalData* getData()
void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA = 0);
void drawTexturedRect3D(const PrimVertex& v0, const PrimVertex& v1, const PrimVertex& v2, const PrimVertex& v3, float viewMat[16], float projMat[16], bool useRGBA = true);
void drawLine(); //float from[4], float to[4], float color[4]);
void setScreenSize(int width, int height);
void drawTexturedRect2(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA = 0);
void drawTexturedRect2a(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA = 0);
void flushBatchedRects();
void drawTexturedRect3D2Text(bool useRGBA = true);
void drawTexturedRect3D2(PrimVertex* vertices, int numVertices, bool useRGBA = true);
PrimInternalData* getData()
{
return m_data;
}
};
#endif//_GL_PRIMITIVE_RENDERER_H
#endif //_GL_PRIMITIVE_RENDERER_H