Refactor engine to support double-precision vectors
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@@ -172,7 +172,7 @@ struct InternalModelOptions
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// Transform
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float Scale;
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Quaternion Rotation;
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Vector3 Translation;
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Float3 Translation;
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byte CenterGeometry;
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// Animation
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@@ -769,13 +769,13 @@ public:
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const auto& debugLines = collisionData->GetDebugLines();
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const int32 linesCount = debugLines.Count() / 2;
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mono_gc_wbarrier_generic_store(triangles, (MonoObject*)mono_array_new(mono_domain_get(), StdTypesContainer::Instance()->Vector3Class->GetNative(), debugLines.Count()));
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mono_gc_wbarrier_generic_store(triangles, (MonoObject*)mono_array_new(mono_domain_get(), Float3::TypeInitializer.GetMonoClass(), debugLines.Count()));
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mono_gc_wbarrier_generic_store(indices, (MonoObject*)mono_array_new(mono_domain_get(), mono_get_int32_class(), linesCount * 3));
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// Use one triangle per debug line
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for (int32 i = 0; i < debugLines.Count(); i++)
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{
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mono_array_set(*triangles, Vector3, i, debugLines[i]);
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mono_array_set(*triangles, Float3, i, debugLines[i]);
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}
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int32 iI = 0;
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for (int32 i = 0; i < debugLines.Count(); i += 2)
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