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BloodknightStudios

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Aug 7th, 2017
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  1.  
  2. icemaths
  3. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1195): IceMaths::AABB opBox;
  4. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1210): const IceMaths::Point **verts;
  5. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1252): IceMaths::AABB opBox;
  6. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1403): IceMaths::IndexedTriangle *its = new IceMaths::IndexedTriangle[ mi->GetNbTriangles() ], *curIts = its;
  7. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1404): IceMaths::Point *pts = new IceMaths::Point[ mi->GetNbVertices() ];
  8. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1507): IceMaths::Point dir( e.x - s.x, e.y - s.y, e.z - s.z );
  9. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1509): IceMaths::Ray vec( Point(s.x, s.y, s.z), dir.Normalize() );
  10. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1552): IceMaths::Point baseVert = *vp.Vertex[0];
  11. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1553): IceMaths::Point a = *vp.Vertex[1] - baseVert;
  12. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1554): IceMaths::Point b = *vp.Vertex[2] - baseVert;
  13. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1556): IceMaths::Point n;
  14. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1585): IceMaths::Point n2;
  15. D:\Torque3D\Engine\source\ts\tsMesh.h(484): IceMaths::IndexedTriangle* mOpTris;
  16. D:\Torque3D\Engine\source\ts\tsMesh.h(485): IceMaths::Point* mOpPoints;
  17. D:\Torque3D\Engine\lib\opcode\Ice\IceMatrix4x4.cpp(53):ICEMATHS_API void IceMaths::InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src)
  18. opcode
  19.  
  20. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1187): Opcode::AABBCollider opCollider;
  21. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1193): static Opcode::AABBCache opCache;
  22. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1198): Opcode::CollisionAABB opCBox(opBox);
  23. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1206): Opcode::VertexPointers vp;
  24. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1211): const Opcode::MeshInterface *mi = mOptTree->GetMeshInterface();
  25. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1244): Opcode::AABBCollider opCollider;
  26. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1250): static Opcode::AABBCache opCache;
  27. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1255): Opcode::CollisionAABB opCBox(opBox);
  28. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1263): Opcode::VertexPointers vp;
  29. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1352): Opcode::InitOpcode();
  30. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1361): Opcode::MeshInterface *mi = new Opcode::MeshInterface();
  31. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1477): mOptTree = new Opcode::Model();
  32. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1479): Opcode::OPCODECREATE opcc;
  33. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1504): Opcode::RayCollider ray;
  34. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1505): Opcode::CollisionFaces cfs;
  35. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1530): const Opcode::CollisionFace &face = cfs.GetFaces()[0];
  36. D:\Torque3D\Engine\source\ts\tsCollision.cpp(1545): Opcode::VertexPointers vp;
  37. D:\Torque3D\Engine\source\ts\tsMesh.h(482): Opcode::Model *mOptTree;
  38. D:\Torque3D\Engine\source\ts\tsMesh.h(483): Opcode::MeshInterface* mOpMeshInterface;
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