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https://github.com/TorqueGameEngines/Torque3D.git
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Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
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36 changed files with 75 additions and 75 deletions
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@ -278,9 +278,9 @@ void AnimData::parseTargetString(const char* target, S32 fullCount, const char*
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/// Solve the cubic spline B(s) = param for s
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F32 AnimData::invertParamCubic(F32 param, F32 x0, F32 x1, F32 x2, F32 x3) const
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{
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const double INVERTPARAMCUBIC_TOL = 1.0e-09;
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const double INVERTPARAMCUBIC_SMALLERTOL = 1.0e-20;
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const double INVERTPARAMCUBIC_MAXIT = 100;
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const F64 INVERTPARAMCUBIC_TOL = 1.0e-09;
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const F64 INVERTPARAMCUBIC_SMALLERTOL = 1.0e-20;
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const F64 INVERTPARAMCUBIC_MAXIT = 100;
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// check input value for outside range
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if ((param - x0) < INVERTPARAMCUBIC_SMALLERTOL)
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@ -295,12 +295,12 @@ F32 AnimData::invertParamCubic(F32 param, F32 x0, F32 x1, F32 x2, F32 x3) const
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F32 v = 1.0f;
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while (iterations < INVERTPARAMCUBIC_MAXIT) {
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double a = (x0 + x1)*0.5f;
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double b = (x1 + x2)*0.5f;
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double c = (x2 + x3)*0.5f;
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double d = (a + b)*0.5f;
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double e = (b + c)*0.5f;
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double f = (d + e)*0.5f;
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F64 a = (x0 + x1)*0.5f;
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F64 b = (x1 + x2)*0.5f;
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F64 c = (x2 + x3)*0.5f;
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F64 d = (a + b)*0.5f;
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F64 e = (b + c)*0.5f;
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F64 f = (d + e)*0.5f;
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if (mFabs(f - param) < INVERTPARAMCUBIC_TOL)
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break;
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@ -671,7 +671,7 @@ template<> inline const domListOfUInts *ColladaPrimitive<domPolylist>::getTriang
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template<typename T> inline T convert(const char* value) { return value; }
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template<> inline bool convert(const char* value) { return dAtob(value); }
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template<> inline S32 convert(const char* value) { return dAtoi(value); }
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template<> inline double convert(const char* value) { return dAtof(value); }
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template<> inline F64 convert(const char* value) { return dAtof(value); }
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template<> inline F32 convert(const char* value) { return convert<double>(value); }
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//-----------------------------------------------------------------------------
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@ -32,9 +32,9 @@
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const F32 TSShapeLoader::DefaultTime = -1.0f;
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const double TSShapeLoader::MinFrameRate = 15.0f;
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const double TSShapeLoader::MaxFrameRate = 60.0f;
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const double TSShapeLoader::AppGroundFrameRate = 10.0f;
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const F64 TSShapeLoader::MinFrameRate = 15.0f;
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const F64 TSShapeLoader::MaxFrameRate = 60.0f;
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const F64 TSShapeLoader::AppGroundFrameRate = 10.0f;
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Torque::Path TSShapeLoader::shapePath;
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//------------------------------------------------------------------------------
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@ -82,9 +82,9 @@ protected:
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public:
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static const F32 DefaultTime;
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static const double MinFrameRate;
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static const double MaxFrameRate;
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static const double AppGroundFrameRate;
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static const F64 MinFrameRate;
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static const F64 MaxFrameRate;
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static const F64 AppGroundFrameRate;
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protected:
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// Variables used during loading that must be held until the shape is deleted
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@ -62,12 +62,12 @@ GFXDeclareVertexFormat( ImposterState )
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/// .xyz = imposter center
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/// .w = billboard corner... damn SM 2.0
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Point3F center;
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float corner;
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F32 corner;
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/// .x = scaled half size
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/// .y = alpha fade out
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float halfSize;
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float alpha;
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F32 halfSize;
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F32 alpha;
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/// The rotation encoded as the up
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/// and right vectors... cross FTW.
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