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Fix compilation issues
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01932c9e79
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@ -89,7 +89,7 @@ get_position_world_on_b() const {
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/**
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*
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*/
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LPoint3 BulletManifoldPoint::
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LVector3 BulletManifoldPoint::
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get_normal_world_on_b() const {
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return btVector3_to_LVector3(_pt.m_normalWorldOnB);
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@ -281,11 +281,11 @@ get_solver_iterations() const {
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return _desc.solverIterations;
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}
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/*
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/**
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* Used by PhysScene to query the sizes of arrays to allocate for the user
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* buffers in PhysxClothNode.
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*/
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/*
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void PhysxClothDesc::
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get_mesh_numbers(NxU32 &numVertices, NxU32 &numTriangles) {
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@ -57,10 +57,10 @@ update_vehicle(float dt) {
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// TODO !!!
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}
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/*
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/**
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* Returns the actor for this vehicle.
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*/
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/*
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PhysxActor *PhysxVehicle::
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get_actor() const {
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@ -69,20 +69,22 @@ get_actor() const {
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}
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*/
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/*
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/**
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* Returns the number of wheels on this vehicle.
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*/
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/*
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unsigned int PhysxVehicle::
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get_num_wheels() const {
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nassertr(_error_type == ET_ok, 0);
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return _wheels.size();
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}
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*/
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/**
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* Returns the n-th wheel of this vehicle.
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*/
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/*
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PhysxWheel *PhysxVehicle::
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get_wheel(unsigned int idx) const {
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@ -36,8 +36,9 @@ PUBLISHED:
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//PhysxActor *get_actor() const;
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// unsigned int get_num_wheels() const; PhysxWheel *get_wheel(unsigned int
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// idx) const; MAKE_SEQ(get_wheels, get_num_wheels, get_wheel);
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//unsigned int get_num_wheels() const;
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//PhysxWheel *get_wheel(unsigned int idx) const;
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//MAKE_SEQ(get_wheels, get_num_wheels, get_wheel);
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INLINE void ls() const;
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INLINE void ls(ostream &out, int indent_level=0) const;
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@ -13,10 +13,10 @@
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#include "physxVehicleDesc.h"
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/*
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/**
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*
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*/
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/*
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void PhysxVehicleDesc::
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add_wheel(PhysxWheelDesc *wheelDesc) {
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@ -17,10 +17,10 @@
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TypeHandle PhysxWheel::_type_handle;
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/*
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/**
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*
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*/
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/*
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PhysxWheelShape *PhysxWheel::
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get_wheel_shape() const {
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@ -28,7 +28,6 @@ get_wheel_shape() const {
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}
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*/
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/*
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/**
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* Attaches a node path to this wheel. The node path's transform will be
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* updated automatically.
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@ -36,6 +35,7 @@ get_wheel_shape() const {
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* Note: any non-uniform scale or shear set on the NodePath's transform will
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* be overwritten at the time of the first update.
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*/
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/*
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void PhysxWheel::
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attach_node_path(const NodePath &np) {
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@ -43,22 +43,26 @@ attach_node_path(const NodePath &np) {
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nassertv_always(!np.is_empty());
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_np = NodePath(np);
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}
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*/
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/**
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* Detaches a previously assigned NodePath from this wheel. The NodePath's
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* transform will no longer be updated.
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*/
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/*
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void PhysxWheel::
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detach_node_path() {
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nassertv(_error_type == ET_ok);
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_np = NodePath();
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}
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*/
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/**
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* Retrieves a previously attached NodePath. An empty NodePath will be
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* returned if no NodePath has been attached to this wheel.
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*/
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/*
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NodePath PhysxWheel::
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get_node_path() const {
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@ -32,17 +32,16 @@ PUBLISHED:
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INLINE PhysxWheel();
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INLINE ~PhysxWheel();
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// PhysxActor *get_touched_actor() const; PhysxWheelShape *get_wheel_shape()
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// const;
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//PhysxActor *get_touched_actor() const;
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//PhysxWheelShape *get_wheel_shape() const;
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// void attach_node_path(const NodePath &np); void detach_node_path();
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//void attach_node_path(const NodePath &np);
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//void detach_node_path();
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//NodePath get_node_path() const;
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INLINE void ls() const;
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INLINE void ls(ostream &out, int indent_level=0) const;
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public:
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private:
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PT(PhysxWheelShape) _wheelShape;
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NodePath _np;
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@ -13,10 +13,10 @@
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#include "physxWheelDesc.h"
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/*
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/**
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*
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*/
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/*
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void PhysxWheelDesc::
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set_wheel_radius(float wheelRadius) {
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