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https://github.com/TorqueGameEngines/Torque3D.git
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Updated SDL, Bullet and OpenAL soft libs
Fixed case sensitivity problem Fixed clang compiler problem with having the class namespace used in an inline for the == operator Tweaked some theme stuff to be more consistent. Added initial test of no-pie for linux test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
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@ -4,39 +4,37 @@
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#include "btMotionState.h"
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///The btDefaultMotionState provides a common implementation to synchronize world transforms with offsets.
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ATTRIBUTE_ALIGNED16(struct) btDefaultMotionState : public btMotionState
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ATTRIBUTE_ALIGNED16(struct)
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btDefaultMotionState : public btMotionState
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{
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btTransform m_graphicsWorldTrans;
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btTransform m_centerOfMassOffset;
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btTransform m_centerOfMassOffset;
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btTransform m_startWorldTrans;
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void* m_userPointer;
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void* m_userPointer;
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BT_DECLARE_ALIGNED_ALLOCATOR();
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btDefaultMotionState(const btTransform& startTrans = btTransform::getIdentity(),const btTransform& centerOfMassOffset = btTransform::getIdentity())
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btDefaultMotionState(const btTransform& startTrans = btTransform::getIdentity(), const btTransform& centerOfMassOffset = btTransform::getIdentity())
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: m_graphicsWorldTrans(startTrans),
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m_centerOfMassOffset(centerOfMassOffset),
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m_startWorldTrans(startTrans),
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m_userPointer(0)
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m_centerOfMassOffset(centerOfMassOffset),
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m_startWorldTrans(startTrans),
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m_userPointer(0)
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{
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}
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///synchronizes world transform from user to physics
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virtual void getWorldTransform(btTransform& centerOfMassWorldTrans ) const
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virtual void getWorldTransform(btTransform & centerOfMassWorldTrans) const
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{
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centerOfMassWorldTrans = m_graphicsWorldTrans * m_centerOfMassOffset.inverse() ;
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centerOfMassWorldTrans = m_graphicsWorldTrans * m_centerOfMassOffset.inverse();
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}
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///synchronizes world transform from physics to user
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///Bullet only calls the update of worldtransform for active objects
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virtual void setWorldTransform(const btTransform& centerOfMassWorldTrans)
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virtual void setWorldTransform(const btTransform& centerOfMassWorldTrans)
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{
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m_graphicsWorldTrans = centerOfMassWorldTrans * m_centerOfMassOffset;
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m_graphicsWorldTrans = centerOfMassWorldTrans * m_centerOfMassOffset;
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}
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};
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#endif //BT_DEFAULT_MOTION_STATE_H
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#endif //BT_DEFAULT_MOTION_STATE_H
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