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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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@ -147,13 +147,13 @@ TSMesh* AppMesh::constructTSMesh()
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}
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// Copy mesh elements
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tsmesh->verts = points;
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tsmesh->norms = normals;
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tsmesh->tverts = uvs;
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tsmesh->primitives = primitives;
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tsmesh->indices = indices;
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tsmesh->colors = colors;
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tsmesh->tverts2 = uv2s;
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tsmesh->mVerts = points;
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tsmesh->mNorms = normals;
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tsmesh->mTverts = uvs;
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tsmesh->mPrimitives = primitives;
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tsmesh->mIndices = indices;
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tsmesh->mColors = colors;
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tsmesh->mTverts2 = uv2s;
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// Finish initializing the shape
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tsmesh->setFlags(flags);
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@ -162,8 +162,8 @@ TSMesh* AppMesh::constructTSMesh()
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tsmesh->numFrames = numFrames;
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tsmesh->numMatFrames = numMatFrames;
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tsmesh->vertsPerFrame = vertsPerFrame;
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tsmesh->createTangents(tsmesh->verts, tsmesh->norms);
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tsmesh->encodedNorms.set(NULL,0);
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tsmesh->createTangents(tsmesh->mVerts, tsmesh->mNorms);
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tsmesh->mEncodedNorms.set(NULL,0);
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return tsmesh;
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}
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@ -1172,7 +1172,7 @@ void TSShapeLoader::install()
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{
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TSMesh *mesh = shape->meshes[obj.startMeshIndex + iMesh];
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if (mesh && !mesh->primitives.size())
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if (mesh && !mesh->mPrimitives.size())
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{
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S32 oldMeshCount = obj.numMeshes;
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destructInPlace(mesh);
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@ -1220,13 +1220,13 @@ void TSShapeLoader::install()
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}
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}
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computeBounds(shape->bounds);
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if (!shape->bounds.isValidBox())
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shape->bounds = Box3F(1.0f);
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computeBounds(shape->mBounds);
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if (!shape->mBounds.isValidBox())
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shape->mBounds = Box3F(1.0f);
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shape->bounds.getCenter(&shape->center);
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shape->radius = (shape->bounds.maxExtents - shape->center).len();
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shape->tubeRadius = shape->radius;
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shape->mBounds.getCenter(&shape->center);
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shape->mRadius = (shape->mBounds.maxExtents - shape->center).len();
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shape->tubeRadius = shape->mRadius;
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shape->init();
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shape->finalizeEditable();
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@ -118,8 +118,6 @@ protected:
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Vector<QuatF*> nodeScaleRotCache;
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Vector<Point3F*> nodeScaleCache;
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Point3F shapeOffset; ///< Offset used to translate the shape origin
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//--------------------------------------------------------------------------
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// Collect the nodes, objects and sequences for the scene
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