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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'development' into EngineAPI-Refactor
This commit is contained in:
commit
3a71c75596
1937 changed files with 102332 additions and 70549 deletions
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@ -172,8 +172,8 @@ SimGroup* ForestBrush::getGroup()
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bool ForestBrush::containsItemData( const ForestItemData *inData )
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{
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SimObjectList::iterator iter = objectList.begin();
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for ( ; iter != objectList.end(); iter++ )
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SimObjectList::iterator iter = mObjectList.begin();
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for ( ; iter != mObjectList.end(); iter++ )
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{
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ForestBrushElement *pElement = dynamic_cast<ForestBrushElement*>(*iter);
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@ -151,7 +151,7 @@ void ForestConvex::getFeatures( const MatrixF &mat, const VectorF &n, ConvexFeat
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for (i = 0; i < numVerts; i++)
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{
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cf->mVertexList.increment();
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U32 index = emitString[currPos++];
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index = emitString[currPos++];
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mat.mulP(pAccel->vertexList[index], &cf->mVertexList.last());
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}
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@ -150,10 +150,10 @@ void ForestWind::processTick()
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mCurrentInterp = 0;
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mCurrentTarget.set( 0, 0 );
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Point2F windDir( mDirection.x, mDirection.y );
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windDir.normalizeSafe();
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Point2F windNorm( mDirection.x, mDirection.y );
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windNorm.normalizeSafe();
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mCurrentTarget = finalVec + windDir;
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mCurrentTarget = finalVec + windNorm;
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}
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else
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{
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@ -179,6 +179,7 @@ void ForestWind::setStrengthAndDirection( F32 strength, const VectorF &direction
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{
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mStrength = strength;
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mDirection = direction;
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mCurrentTarget.zero();
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mIsDirty = true;
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}
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}
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@ -88,7 +88,7 @@ public:
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const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
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// ForestItemData
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const Box3F& getObjBox() const { return mShape ? mShape->bounds : Box3F::Zero; }
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const Box3F& getObjBox() const { return mShape ? mShape->mBounds : Box3F::Zero; }
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bool render( TSRenderState *rdata, const ForestItem& item ) const;
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ForestCellBatch* allocateBatch() const;
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bool canBillboard( const SceneRenderState *state, const ForestItem &item, F32 distToCamera ) const;
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