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