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https://github.com/TorqueGameEngines/Torque3D.git
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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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@ -21,9 +21,11 @@ subject to the following restrictions:
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*/
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#include <math.h>
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#include <cmath>
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#include "LinearR3.h"
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#if 0
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/****************************************************************
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Axes
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@ -65,10 +67,9 @@ static float zy[] = {
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static int zorder[] = {
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1, 2, 3, 4, -5, 6
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};
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#define LENFRAC 0.10
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#define BASEFRAC 1.10
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#endif
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#define LENFRAC 0.10
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#define BASEFRAC 1.10
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/****************************************************************
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Arrow
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@ -76,67 +77,53 @@ static int zorder[] = {
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/* size of wings as fraction of length: */
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#define WINGS 0.10
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#define WINGS 0.10
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/* axes: */
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#define X 1
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#define Y 2
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#define Z 3
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#define X 1
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#define Y 2
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#define Z 3
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/* x, y, z, axes: */
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static float axx[3] = { 1., 0., 0. };
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static float ayy[3] = { 0., 1., 0. };
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static float azz[3] = { 0., 0., 1. };
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//static float axx[3] = { 1., 0., 0. };
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//static float ayy[3] = { 0., 1., 0. };
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//static float azz[3] = { 0., 0., 1. };
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/* function declarations: */
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void cross( float [3], float [3], float [3] );
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float dot( float [3], float [3] );
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float unit( float [3], float [3] );
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void cross(float[3], float[3], float[3]);
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float dot(float[3], float[3]);
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float unit(float[3], float[3]);
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float dot( float v1[3], float v2[3] )
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float dot(float v1[3], float v2[3])
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{
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return( v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2] );
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return (v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]);
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}
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void
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cross( float v1[3], float v2[3], float vout[3] )
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void cross(float v1[3], float v2[3], float vout[3])
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{
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float tmp[3];
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tmp[0] = v1[1]*v2[2] - v2[1]*v1[2];
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tmp[1] = v2[0]*v1[2] - v1[0]*v2[2];
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tmp[2] = v1[0]*v2[1] - v2[0]*v1[1];
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tmp[0] = v1[1] * v2[2] - v2[1] * v1[2];
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tmp[1] = v2[0] * v1[2] - v1[0] * v2[2];
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tmp[2] = v1[0] * v2[1] - v2[0] * v1[1];
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vout[0] = tmp[0];
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vout[1] = tmp[1];
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vout[2] = tmp[2];
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}
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float
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unit( float vin[3], float vout[3] )
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float unit(float vin[3], float vout[3])
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{
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float dist, f ;
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float dist, f;
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dist = vin[0]*vin[0] + vin[1]*vin[1] + vin[2]*vin[2];
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dist = vin[0] * vin[0] + vin[1] * vin[1] + vin[2] * vin[2];
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if( dist > 0.0 )
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if (dist > 0.0)
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{
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dist = sqrt( dist );
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dist = std::sqrt(dist);
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f = 1. / dist;
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vout[0] = f * vin[0];
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vout[1] = f * vin[1];
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@ -149,5 +136,5 @@ unit( float vin[3], float vout[3] )
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vout[2] = vin[2];
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}
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return( dist );
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return (dist);
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}
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