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https://github.com/bulletphysics/bullet3
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ok it's working I guess
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@ -5678,22 +5678,7 @@ bool PhysicsServerCommandProcessor::processRequestMeshDataCommand(const struct S
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}
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}
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bool requestVelocity = clientCmd.m_updateFlags & B3_MESH_DATA_SIMULATION_MESH_VELOCITY;
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bool requestVelocity = clientCmd.m_updateFlags & B3_MESH_DATA_SIMULATION_MESH_VELOCITY;
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int numTetra = psb->m_tetras.size();
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int maxNumnumVertecies = bufferSizeInBytes / totalBytesPerVertex - 1;
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int numVerticesRemaining = numTetra * 4;
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int verticesCopied = btMin(maxNumnumVertecies, numVerticesRemaining);
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for (int i = 0; i < verticesCopied; i += 4)
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{
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const btSoftBody::Tetra& n = psb->m_tetras[i/4];
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verticesOut[i].setValue(n.m_n[0]->m_x.x(), n.m_n[0]->m_x.y(), n.m_n[0]->m_x.z());
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verticesOut[i+1].setValue(n.m_n[1]->m_x.x(), n.m_n[1]->m_x.y(), n.m_n[1]->m_x.z());
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verticesOut[i+2].setValue(n.m_n[2]->m_x.x(), n.m_n[2]->m_x.y(), n.m_n[2]->m_x.z());
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verticesOut[i+3].setValue(n.m_n[3]->m_x.x(), n.m_n[3]->m_x.y(), n.m_n[3]->m_x.z());
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}
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/*
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int numVertices = separateRenderMesh ? psb->m_renderNodes.size() : psb->m_nodes.size();
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int numVertices = separateRenderMesh ? psb->m_renderNodes.size() : psb->m_nodes.size();
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int maxNumVertices = bufferSizeInBytes / totalBytesPerVertex - 1;
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int maxNumVertices = bufferSizeInBytes / totalBytesPerVertex - 1;
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int numVerticesRemaining = numVertices - clientCmd.m_requestMeshDataArgs.m_startingVertex;
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int numVerticesRemaining = numVertices - clientCmd.m_requestMeshDataArgs.m_startingVertex;
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@ -5720,7 +5705,7 @@ bool PhysicsServerCommandProcessor::processRequestMeshDataCommand(const struct S
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}
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}
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}
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}
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}
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}
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*/
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sizeInBytes = verticesCopied * sizeof(btVector3);
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sizeInBytes = verticesCopied * sizeof(btVector3);
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serverStatusOut.m_type = CMD_REQUEST_MESH_DATA_COMPLETED;
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serverStatusOut.m_type = CMD_REQUEST_MESH_DATA_COMPLETED;
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