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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts: # Engine/source/T3D/assets/assetImporter.cpp # Engine/source/forest/forestItem.cpp
This commit is contained in:
commit
f5600826d7
122 changed files with 686 additions and 577 deletions
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@ -222,7 +222,6 @@ bool ConvexShape::protectedSetSurface( void *object, const char *index, const ch
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*/
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String t = data;
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S32 len = t.length();
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dSscanf( data, "%g %g %g %g %g %g %g %i %g %g %g %g %f", &quat.x, &quat.y, &quat.z, &quat.w, &pos.x, &pos.y, &pos.z,
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&matID, &offset.x, &offset.y, &scale.x, &scale.y, &rot);
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@ -318,10 +317,10 @@ void ConvexShape::initPersistFields()
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addGroup( "Internal" );
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addProtectedField( "surface", TypeRealString, NULL, &protectedSetSurface, &defaultProtectedGetFn,
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addProtectedField( "surface", TypeRealString, 0, &protectedSetSurface, &defaultProtectedGetFn,
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"Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors );
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addProtectedField( "surfaceTexture", TypeRealString, NULL, &protectedSetSurfaceTexture, &defaultProtectedGetFn,
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addProtectedField( "surfaceTexture", TypeRealString, 0, &protectedSetSurfaceTexture, &defaultProtectedGetFn,
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"Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors );
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endGroup( "Internal" );
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@ -961,17 +960,6 @@ bool ConvexShape::castRay( const Point3F &start, const Point3F &end, RayInfo *in
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VectorF rayDir( end - start );
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rayDir.normalizeSafe();
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if ( false )
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{
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PlaneF plane( Point3F(0,0,0), Point3F(0,0,1) );
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Point3F sp( 0,0,-1 );
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Point3F ep( 0,0,1 );
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F32 t = plane.intersect( sp, ep );
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Point3F hitPnt;
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hitPnt.interpolate( sp, ep, t );
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}
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for ( S32 i = 0; i < planeCount; i++ )
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{
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// Don't hit the back-side of planes.
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@ -1376,8 +1364,6 @@ void ConvexShape::_updateGeometry( bool updateCollision )
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{
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U32 count = faceList[i].triangles.size();
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S32 matID = mSurfaceUVs[i].matID;
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mSurfaceBuffers[mSurfaceUVs[i].matID].mPrimCount += count;
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mSurfaceBuffers[mSurfaceUVs[i].matID].mVertCount += count * 3;
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}
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@ -1429,9 +1415,6 @@ void ConvexShape::_updateGeometry( bool updateCollision )
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{
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if (mSurfaceBuffers[i].mVertCount > 0)
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{
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U32 primCount = mSurfaceBuffers[i].mPrimCount;
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U32 vertCount = mSurfaceBuffers[i].mVertCount;
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mSurfaceBuffers[i].mVertexBuffer.set(GFX, mSurfaceBuffers[i].mVertCount, GFXBufferTypeStatic);
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VertexType *pVert = mSurfaceBuffers[i].mVertexBuffer.lock();
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