mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +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
commit
13fa178cf6
5986 changed files with 1811270 additions and 453803 deletions
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@ -20,10 +20,8 @@ subject to the following restrictions:
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*
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*/
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#include <math.h>
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#include "LinearR3.h"
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#include "MathMisc.h"
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#include "Node.h"
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@ -37,9 +35,9 @@ Node::Node(const VectorR3& attach, const VectorR3& v, double size, Purpose purpo
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Node::purpose = purpose;
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seqNumJoint = -1;
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seqNumEffector = -1;
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Node::attach = attach; // Global attachment point when joints are at zero angle
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r.Set(0.0, 0.0, 0.0); // r will be updated when this node is inserted into tree
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Node::v = v; // Rotation axis when joints at zero angles
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Node::attach = attach; // Global attachment point when joints are at zero angle
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r.Set(0.0, 0.0, 0.0); // r will be updated when this node is inserted into tree
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Node::v = v; // Rotation axis when joints at zero angles
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theta = 0.0;
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Node::minTheta = minTheta;
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Node::maxTheta = maxTheta;
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@ -52,9 +50,10 @@ void Node::ComputeS(void)
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{
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Node* y = this->realparent;
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Node* w = this;
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s = r; // Initialize to local (relative) position
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while ( y ) {
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s.Rotate( y->theta, y->v );
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s = r; // Initialize to local (relative) position
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while (y)
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{
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s.Rotate(y->theta, y->v);
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y = y->realparent;
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w = w->realparent;
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s += w->r;
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@ -65,15 +64,14 @@ void Node::ComputeS(void)
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void Node::ComputeW(void)
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{
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Node* y = this->realparent;
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w = v; // Initialize to local rotation axis
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while (y) {
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w = v; // Initialize to local rotation axis
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while (y)
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{
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w.Rotate(y->theta, y->v);
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y = y->realparent;
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}
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}
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void Node::PrintNode()
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{
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cerr << "Attach : (" << attach << ")\n";
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@ -83,7 +81,6 @@ void Node::PrintNode()
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cerr << "realparent : " << realparent->seqNumJoint << "\n";
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}
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void Node::InitNode()
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{
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theta = 0.0;
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