Refactor engine to support double-precision vectors

This commit is contained in:
Wojtek Figat
2022-06-13 00:40:32 +02:00
parent f82e370392
commit a881c90b2e
744 changed files with 19062 additions and 12467 deletions

View File

@@ -147,7 +147,7 @@ public:
static Vector3 GetRigidDynamicActorAngularVelocity(void* actor);
static void SetRigidDynamicActorAngularVelocity(void* actor, const Vector3& value, bool wakeUp);
static Vector3 GetRigidDynamicActorCenterOfMass(void* actor);
static void SetRigidDynamicActorCenterOfMassOffset(void* actor, const Vector3& value);
static void SetRigidDynamicActorCenterOfMassOffset(void* actor, const Float3& value);
static bool GetRigidDynamicActorIsSleeping(void* actor);
static void RigidDynamicActorSleep(void* actor);
static void RigidDynamicActorWakeUp(void* actor);
@@ -257,8 +257,8 @@ public:
static void* CreateConvexMesh(byte* data, int32 dataSize, BoundingBox& localBounds);
static void* CreateTriangleMesh(byte* data, int32 dataSize, BoundingBox& localBounds);
static void* CreateHeightField(byte* data, int32 dataSize);
static void GetConvexMeshTriangles(void* contextMesh, Array<Vector3, HeapAllocation>& vertexBuffer, Array<int32, HeapAllocation>& indexBuffer);
static void GetTriangleMeshTriangles(void* triangleMesh, Array<Vector3, HeapAllocation>& vertexBuffer, Array<int32, HeapAllocation>& indexBuffer);
static void GetConvexMeshTriangles(void* contextMesh, Array<Float3, HeapAllocation>& vertexBuffer, Array<int32, HeapAllocation>& indexBuffer);
static void GetTriangleMeshTriangles(void* triangleMesh, Array<Float3, HeapAllocation>& vertexBuffer, Array<int32, HeapAllocation>& indexBuffer);
static const uint32* GetTriangleMeshRemap(void* triangleMesh, uint32& count);
static void GetHeightFieldSize(void* heightField, int32& rows, int32& columns);
static float GetHeightFieldHeight(void* heightField, float x, float z);