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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +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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@ -1,4 +1,4 @@
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/*
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/*
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*
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* Mathematics Subpackage (VrMath)
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*
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@ -22,7 +22,6 @@
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#include "LinearR2.h"
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#include <assert.h>
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// ******************************************************
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@ -30,10 +29,10 @@
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// * * * * * * * * * * * * * * * * * * * * * * * * * * **
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const VectorR2 VectorR2::Zero(0.0, 0.0);
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const VectorR2 VectorR2::UnitX( 1.0, 0.0);
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const VectorR2 VectorR2::UnitY( 0.0, 1.0);
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const VectorR2 VectorR2::UnitX(1.0, 0.0);
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const VectorR2 VectorR2::UnitY(0.0, 1.0);
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const VectorR2 VectorR2::NegUnitX(-1.0, 0.0);
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const VectorR2 VectorR2::NegUnitY( 0.0,-1.0);
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const VectorR2 VectorR2::NegUnitY(0.0, -1.0);
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const Matrix2x2 Matrix2x2::Identity(1.0, 0.0, 0.0, 1.0);
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@ -41,61 +40,50 @@ const Matrix2x2 Matrix2x2::Identity(1.0, 0.0, 0.0, 1.0);
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// * Matrix2x2 class - math library functions *
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// * * * * * * * * * * * * * * * * * * * * * * * * * * **
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// ******************************************************
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// * LinearMapR2 class - math library functions *
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// * * * * * * * * * * * * * * * * * * * * * * * * * * **
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LinearMapR2 LinearMapR2::Inverse() const // Returns inverse
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LinearMapR2 LinearMapR2::Inverse() const // Returns inverse
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{
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double detInv = 1.0 / (m11 * m22 - m12 * m21);
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register double detInv = 1.0/(m11*m22 - m12*m21) ;
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return( LinearMapR2( m22*detInv, -m21*detInv, -m12*detInv, m11*detInv ) );
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return (LinearMapR2(m22 * detInv, -m21 * detInv, -m12 * detInv, m11 * detInv));
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}
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LinearMapR2& LinearMapR2::Invert() // Converts into inverse.
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LinearMapR2& LinearMapR2::Invert() // Converts into inverse.
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{
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register double detInv = 1.0/(m11*m22 - m12*m21) ;
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double detInv = 1.0 / (m11 * m22 - m12 * m21);
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double temp;
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temp = m11*detInv;
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m11= m22*detInv;
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m22=temp;
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m12 = -m12*detInv;
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m21 = -m22*detInv;
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temp = m11 * detInv;
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m11 = m22 * detInv;
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m22 = temp;
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m12 = -m12 * detInv;
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m21 = -m22 * detInv;
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return ( *this );
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return (*this);
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}
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VectorR2 LinearMapR2::Solve(const VectorR2& u) const // Returns solution
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{
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VectorR2 LinearMapR2::Solve(const VectorR2& u) const // Returns solution
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{
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// Just uses Inverse() for now.
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return ( Inverse()*u );
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return (Inverse() * u);
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}
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// ******************************************************
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// * RotationMapR2 class - math library functions *
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// * * * * * * * * * * * * * * * * * * * * * * * * * * **
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// ***************************************************************
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// * 2-space vector and matrix utilities *
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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// ***************************************************************
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// Stream Output Routines *
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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ostream& operator<< ( ostream& os, const VectorR2& u )
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ostream& operator<<(ostream& os, const VectorR2& u)
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{
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return (os << "<" << u.x << "," << u.y << ">");
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}
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