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)
This commit is contained in:
Areloch 2019-07-07 02:43:49 -05:00
parent a1ecc98c87
commit 370161cfb1
1102 changed files with 205083 additions and 62836 deletions

View file

@ -4,39 +4,37 @@
#include "btMotionState.h"
///The btDefaultMotionState provides a common implementation to synchronize world transforms with offsets.
ATTRIBUTE_ALIGNED16(struct) btDefaultMotionState : public btMotionState
ATTRIBUTE_ALIGNED16(struct)
btDefaultMotionState : public btMotionState
{
btTransform m_graphicsWorldTrans;
btTransform m_centerOfMassOffset;
btTransform m_centerOfMassOffset;
btTransform m_startWorldTrans;
void* m_userPointer;
void* m_userPointer;
BT_DECLARE_ALIGNED_ALLOCATOR();
btDefaultMotionState(const btTransform& startTrans = btTransform::getIdentity(),const btTransform& centerOfMassOffset = btTransform::getIdentity())
btDefaultMotionState(const btTransform& startTrans = btTransform::getIdentity(), const btTransform& centerOfMassOffset = btTransform::getIdentity())
: m_graphicsWorldTrans(startTrans),
m_centerOfMassOffset(centerOfMassOffset),
m_startWorldTrans(startTrans),
m_userPointer(0)
m_centerOfMassOffset(centerOfMassOffset),
m_startWorldTrans(startTrans),
m_userPointer(0)
{
}
///synchronizes world transform from user to physics
virtual void getWorldTransform(btTransform& centerOfMassWorldTrans ) const
virtual void getWorldTransform(btTransform & centerOfMassWorldTrans) const
{
centerOfMassWorldTrans = m_graphicsWorldTrans * m_centerOfMassOffset.inverse() ;
centerOfMassWorldTrans = m_graphicsWorldTrans * m_centerOfMassOffset.inverse();
}
///synchronizes world transform from physics to user
///Bullet only calls the update of worldtransform for active objects
virtual void setWorldTransform(const btTransform& centerOfMassWorldTrans)
virtual void setWorldTransform(const btTransform& centerOfMassWorldTrans)
{
m_graphicsWorldTrans = centerOfMassWorldTrans * m_centerOfMassOffset;
m_graphicsWorldTrans = centerOfMassWorldTrans * m_centerOfMassOffset;
}
};
#endif //BT_DEFAULT_MOTION_STATE_H
#endif //BT_DEFAULT_MOTION_STATE_H