mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-01 17:35:34 -04:00
Merge branch 'release/1.9.x'
This commit is contained in:
commit
62c008602e
@ -32,6 +32,7 @@ This issue fixes several bugs that were still found in 1.9.2.
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* Fix RAM caching of 2D texture arrays
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* Fix Ctrl+C interrupt propagation to runtime applications
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* Support for InvSphere, Box and Tube solids in bam2egg
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* Preserve "intangible" and "level" collide flags in bam2egg
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* Add normalized() method to vectors
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* asyncFlattenStrong with inPlace=True caused node to disappear
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* Fix asyncFlattenStrong called on nodes without parent
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@ -43,6 +44,7 @@ This issue fixes several bugs that were still found in 1.9.2.
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* Fix exception when creating intervals before ShowBase is started
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* Fix rare X11 .ico cursor bug; also now supports PNG-compressed icons
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* Add keyword argument support to make() methods such as Shader.make()
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* Fix compilation errors with Bullet 2.84
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------------------------ RELEASE 1.9.2 ------------------------
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@ -13,6 +13,10 @@
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#include "bulletCharacterControllerNode.h"
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#if BT_BULLET_VERSION >= 285
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static const btVector3 up_vectors[3] = {btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f)};
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#endif
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TypeHandle BulletCharacterControllerNode::_type_handle;
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/**
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@ -54,8 +58,13 @@ BulletCharacterControllerNode(BulletShape *shape, PN_stdfloat step_height, const
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_angular_movement = 0.0f;
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// Character controller
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#if BT_BULLET_VERSION >= 285
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_character = new btKinematicCharacterController(_ghost, convex, step_height, up_vectors[_up]);
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_character->setGravity(up_vectors[_up] * -(btScalar)9.81f);
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#else
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_character = new btKinematicCharacterController(_ghost, convex, step_height, _up);
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_character->setGravity((btScalar)9.81f);
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#endif
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// Retain a pointer to the shape
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_shape = shape;
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@ -268,8 +277,11 @@ get_max_slope() const {
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*/
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PN_stdfloat BulletCharacterControllerNode::
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get_gravity() const {
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#if BT_BULLET_VERSION >= 285
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return -(PN_stdfloat)_character->getGravity()[_up];
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#else
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return (PN_stdfloat)_character->getGravity();
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#endif
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}
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/**
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@ -277,8 +289,11 @@ get_gravity() const {
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*/
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void BulletCharacterControllerNode::
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set_gravity(PN_stdfloat gravity) {
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#if BT_BULLET_VERSION >= 285
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_character->setGravity(up_vectors[_up] * -(btScalar)gravity);
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#else
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_character->setGravity((btScalar)gravity);
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#endif
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}
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@ -24,8 +24,15 @@ INLINE BulletManifoldPoint::
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*/
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INLINE void BulletManifoldPoint::
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set_lateral_friction_initialized(bool value) {
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#if BT_BULLET_VERSION >= 285
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if (value) {
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_pt.m_contactPointFlags |= BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED;
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} else {
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_pt.m_contactPointFlags &= ~BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED;
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}
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#else
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_pt.m_lateralFrictionInitialized = value;
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#endif
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}
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/**
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@ -33,8 +40,11 @@ set_lateral_friction_initialized(bool value) {
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*/
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INLINE bool BulletManifoldPoint::
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get_lateral_friction_initialized() const {
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#if BT_BULLET_VERSION >= 285
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return (_pt.m_contactPointFlags & BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED) != 0;
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#else
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return _pt.m_lateralFrictionInitialized;
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#endif
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}
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/**
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@ -195,8 +205,9 @@ get_applied_impulse_lateral2() const {
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*/
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INLINE void BulletManifoldPoint::
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set_contact_cfm1(PN_stdfloat value) {
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#if BT_BULLET_VERSION < 285
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_pt.m_contactCFM1 = (btScalar)value;
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#endif
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}
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/**
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@ -204,8 +215,11 @@ set_contact_cfm1(PN_stdfloat value) {
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*/
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INLINE PN_stdfloat BulletManifoldPoint::
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get_contact_cfm1() const {
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#if BT_BULLET_VERSION < 285
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return (PN_stdfloat)_pt.m_contactCFM1;
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#else
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return 0;
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#endif
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}
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/**
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@ -213,8 +227,9 @@ get_contact_cfm1() const {
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*/
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INLINE void BulletManifoldPoint::
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set_contact_cfm2(PN_stdfloat value) {
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#if BT_BULLET_VERSION < 285
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_pt.m_contactCFM2 = (btScalar)value;
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#endif
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}
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/**
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@ -222,6 +237,9 @@ set_contact_cfm2(PN_stdfloat value) {
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*/
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INLINE PN_stdfloat BulletManifoldPoint::
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get_contact_cfm2() const {
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#if BT_BULLET_VERSION < 285
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return (PN_stdfloat)_pt.m_contactCFM2;
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#else
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return 0;
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#endif
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}
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@ -436,8 +436,20 @@ convert_collision_node(CollisionNode *node, const WorkingNodePath &node_path,
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// traverse solids
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for (int i = 0; i < num_solids; i++) {
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CPT(CollisionSolid) child = node->get_solid(i);
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int flags = EggGroup::CF_descend;
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if (!child->is_tangible()) {
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flags |= EggGroup::CF_intangible;
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}
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if (child->has_effective_normal() &&
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child->get_effective_normal() == LVector3::up()) {
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flags |= EggGroup::CF_level;
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}
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if (child->is_of_type(CollisionPolygon::get_class_type())) {
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egg_group->set_cs_type(EggGroup::CST_polyset);
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egg_group->set_collide_flags(flags);
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EggPolygon *egg_poly = new EggPolygon;
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egg_group->add_child(egg_poly);
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@ -463,7 +475,6 @@ convert_collision_node(CollisionNode *node, const WorkingNodePath &node_path,
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egg_sphere = egg_group;
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} else {
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egg_sphere = new EggGroup;
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egg_sphere->set_collide_flags(EggGroup::CF_descend);
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egg_group->add_child(egg_sphere);
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}
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@ -472,6 +483,7 @@ convert_collision_node(CollisionNode *node, const WorkingNodePath &node_path,
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} else {
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egg_sphere->set_cs_type(EggGroup::CST_sphere);
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}
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egg_sphere->set_collide_flags(flags);
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EggVertex ev1, ev2;
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ev1.set_pos(LCAST(double, (center + offset) * net_mat));
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@ -505,10 +517,10 @@ convert_collision_node(CollisionNode *node, const WorkingNodePath &node_path,
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egg_plane = egg_group;
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} else {
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egg_plane = new EggGroup;
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egg_plane->set_collide_flags(EggGroup::CF_descend);
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egg_group->add_child(egg_plane);
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}
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egg_plane->set_cs_type(EggGroup::CST_plane);
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egg_plane->set_collide_flags(flags);
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EggVertex ev0, ev1, ev2;
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ev0.set_pos(LCAST(double, origin * net_mat));
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@ -532,10 +544,10 @@ convert_collision_node(CollisionNode *node, const WorkingNodePath &node_path,
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egg_box = egg_group;
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} else {
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egg_box = new EggGroup;
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egg_box->set_collide_flags(EggGroup::CF_descend);
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egg_group->add_child(egg_box);
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}
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egg_box->set_cs_type(EggGroup::CST_box);
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egg_box->set_collide_flags(flags);
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// Just add the min and max points.
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EggVertex ev0, ev1;
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@ -571,10 +583,10 @@ convert_collision_node(CollisionNode *node, const WorkingNodePath &node_path,
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egg_tube = egg_group;
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} else {
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egg_tube = new EggGroup;
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egg_tube->set_collide_flags(EggGroup::CF_descend);
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egg_group->add_child(egg_tube);
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}
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egg_tube->set_cs_type(EggGroup::CST_tube);
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egg_tube->set_collide_flags(flags);
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// Add two points for the endcaps, and then two points around the
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// centroid to indicate the radius.
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@ -279,7 +279,7 @@ void MaxEggJoint::CreateMaxBone(void)
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_node->SetRenderable(FALSE);
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#ifdef _UNICODE
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TCHAR *wname [1024];
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TCHAR wname[1024];
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wname[1023] = 0;
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mbstowcs(wname, _egg_joint->get_name().c_str(), 1023);
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_node->SetName(wname);
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@ -452,7 +452,14 @@ MaxEggMesh *MaxEggLoader::GetMesh(EggVertexPool *pool)
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result->_tvert_count = 0;
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result->_cvert_count = 0;
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result->_face_count = 0;
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result->_node->SetName(TSTR(name.c_str()));
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#ifdef _UNICODE
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TCHAR wname[1024];
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wname[1023] = 0;
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mbstowcs(wname, name.c_str(), 1023);
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result->_node->SetName(wname);
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#else
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result->_node->SetName((char*) name.c_str());
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#endif
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_mesh_tab[pool] = result;
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}
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return result;
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@ -565,7 +565,14 @@ make_nurbs_curve(INode *max_node, NURBSCVCurve *curve,
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return false;
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}
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#ifdef _UNICODE
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char mbname[1024];
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mbname[1023] = 0;
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wcstombs(mbname, max_node->GetName(), 1023);
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string name(mbname);
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#else
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string name = max_node->GetName();
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#endif
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string vpool_name = name + ".cvs";
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EggVertexPool *vpool = new EggVertexPool(vpool_name);
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@ -624,7 +631,15 @@ make_polyset(INode *max_node, Mesh *mesh,
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// separate vertices. So instead of adding all the vertices up front,
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// we'll start with an empty vpool, and add vertices to it on the fly.
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#ifdef _UNICODE
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char mbname[1024];
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mbname[1023] = 0;
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wcstombs(mbname, max_node->GetName(), 1023);
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string node_name(mbname);
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#else
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string node_name = max_node->GetName();
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#endif
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string vpool_name = node_name + ".verts";
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EggVertexPool *vpool = new EggVertexPool(vpool_name);
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egg_group->add_child(vpool);
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