more refactoring, restored some profiling and some debugging
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@@ -1053,9 +1053,9 @@ void ColladaConverter::ConvertRigidBodyRef( btRigidBodyInput& rbInput,btRigidBod
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} else
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{
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printf("static concave triangle <mesh> added\n");
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//rbOutput.m_colShape = new btTriangleMeshShape(trimesh);//btBvhTriangleMeshShape(trimesh);
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rbOutput.m_colShape = new btBvhTriangleMeshShape(trimesh);
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//rbOutput.m_colShape = new btBvhTriangleMeshShape(trimesh);
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rbOutput.m_colShape = new btConvexTriangleMeshShape(trimesh);
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//rbOutput.m_colShape = new btConvexTriangleMeshShape(trimesh);
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//btTriangleMeshShape
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}
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@@ -33,7 +33,7 @@ float deltaTime = 1.f/60.f;
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#include "ColladaDemo.h"
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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int maxObj = 1;
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///custom version of the converter, that creates physics objects/constraints
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class MyColladaConverter : public ColladaConverter
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@@ -80,16 +80,6 @@ class MyColladaConverter : public ColladaConverter
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const btTransform& startTransform,
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btCollisionShape* shape)
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{
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if (!isDynamic)
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{
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printf("nondyna\n");
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} else
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{
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if (!maxObj)
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return 0;
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maxObj--;
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}
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btRigidBody* body = m_demoApp->localCreateRigidBody(isDynamic, mass, startTransform,shape);
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m_demoApp->getDynamicsWorld()->addCollisionObject(body);
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