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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 00:24:40 +00:00
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)
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1102 changed files with 205083 additions and 62836 deletions
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@ -23,58 +23,56 @@ subject to the following restrictions:
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/// Ole Kniemeyer, MAXON Computer GmbH
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class btConvexHullComputer
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{
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private:
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btScalar compute(const void* coords, bool doubleCoords, int stride, int count, btScalar shrink, btScalar shrinkClamp);
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public:
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class Edge
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{
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private:
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btScalar compute(const void* coords, bool doubleCoords, int stride, int count, btScalar shrink, btScalar shrinkClamp);
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int next;
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int reverse;
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int targetVertex;
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friend class btConvexHullComputer;
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public:
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class Edge
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int getSourceVertex() const
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{
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private:
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int next;
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int reverse;
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int targetVertex;
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return (this + reverse)->targetVertex;
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}
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friend class btConvexHullComputer;
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int getTargetVertex() const
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{
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return targetVertex;
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}
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public:
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int getSourceVertex() const
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{
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return (this + reverse)->targetVertex;
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}
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const Edge* getNextEdgeOfVertex() const // clockwise list of all edges of a vertex
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{
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return this + next;
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}
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int getTargetVertex() const
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{
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return targetVertex;
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}
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const Edge* getNextEdgeOfFace() const // counter-clockwise list of all edges of a face
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{
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return (this + reverse)->getNextEdgeOfVertex();
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}
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const Edge* getNextEdgeOfVertex() const // clockwise list of all edges of a vertex
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{
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return this + next;
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}
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const Edge* getReverseEdge() const
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{
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return this + reverse;
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}
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};
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const Edge* getNextEdgeOfFace() const // counter-clockwise list of all edges of a face
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{
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return (this + reverse)->getNextEdgeOfVertex();
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}
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// Vertices of the output hull
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btAlignedObjectArray<btVector3> vertices;
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const Edge* getReverseEdge() const
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{
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return this + reverse;
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}
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};
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// Edges of the output hull
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btAlignedObjectArray<Edge> edges;
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// Faces of the convex hull. Each entry is an index into the "edges" array pointing to an edge of the face. Faces are planar n-gons
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btAlignedObjectArray<int> faces;
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// Vertices of the output hull
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btAlignedObjectArray<btVector3> vertices;
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// Edges of the output hull
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btAlignedObjectArray<Edge> edges;
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// Faces of the convex hull. Each entry is an index into the "edges" array pointing to an edge of the face. Faces are planar n-gons
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btAlignedObjectArray<int> faces;
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/*
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/*
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Compute convex hull of "count" vertices stored in "coords". "stride" is the difference in bytes
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between the addresses of consecutive vertices. If "shrink" is positive, the convex hull is shrunken
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by that amount (each face is moved by "shrink" length units towards the center along its normal).
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@ -86,18 +84,16 @@ class btConvexHullComputer
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The output convex hull can be found in the member variables "vertices", "edges", "faces".
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*/
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btScalar compute(const float* coords, int stride, int count, btScalar shrink, btScalar shrinkClamp)
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{
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return compute(coords, false, stride, count, shrink, shrinkClamp);
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}
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btScalar compute(const float* coords, int stride, int count, btScalar shrink, btScalar shrinkClamp)
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{
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return compute(coords, false, stride, count, shrink, shrinkClamp);
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}
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// same as above, but double precision
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btScalar compute(const double* coords, int stride, int count, btScalar shrink, btScalar shrinkClamp)
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{
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return compute(coords, true, stride, count, shrink, shrinkClamp);
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}
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// same as above, but double precision
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btScalar compute(const double* coords, int stride, int count, btScalar shrink, btScalar shrinkClamp)
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{
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return compute(coords, true, stride, count, shrink, shrinkClamp);
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}
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};
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#endif //BT_CONVEX_HULL_COMPUTER_H
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#endif //BT_CONVEX_HULL_COMPUTER_H
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