rename to b3 convention, to avoid naming conflicts when using in combination with Bullet 2.x
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@@ -54,7 +54,7 @@ struct GraphicsShape
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struct InstanceGroup
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{
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Bullet::b3CollisionShapeData* m_shape;
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Bullet3SerializeBullet2::b3CollisionShapeData* m_shape;
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int m_collisionShapeIndex;
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b3AlignedObjectArray<bParse::bStructHandle*> m_rigidBodies;
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@@ -198,7 +198,7 @@ void b3BulletDataExtractor::convertAllObjects(bParse::b3BulletFile* bulletFile2)
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for (i=0;i<bulletFile2->m_collisionShapes.size();i++)
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{
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Bullet::b3CollisionShapeData* shapeData = (Bullet::b3CollisionShapeData*)bulletFile2->m_collisionShapes[i];
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Bullet3SerializeBullet2::b3CollisionShapeData* shapeData = (Bullet3SerializeBullet2::b3CollisionShapeData*)bulletFile2->m_collisionShapes[i];
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if (shapeData->m_name)
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printf("converting shape %s\n", shapeData->m_name);
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int shapeIndex = convertCollisionShape(shapeData);
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@@ -216,8 +216,8 @@ void b3BulletDataExtractor::convertAllObjects(bParse::b3BulletFile* bulletFile2)
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for (i=0;i<bulletFile2->m_rigidBodies.size();i++)
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{
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Bullet::b3RigidBodyFloatData* colObjData = (Bullet::b3RigidBodyFloatData*)bulletFile2->m_rigidBodies[i];
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Bullet::b3CollisionShapeData* shapeData = (Bullet::b3CollisionShapeData*)colObjData->m_collisionObjectData.m_collisionShape;
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Bullet3SerializeBullet2::b3RigidBodyFloatData* colObjData = (Bullet3SerializeBullet2::b3RigidBodyFloatData*)bulletFile2->m_rigidBodies[i];
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Bullet3SerializeBullet2::b3CollisionShapeData* shapeData = (Bullet3SerializeBullet2::b3CollisionShapeData*)colObjData->m_collisionObjectData.m_collisionShape;
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for (int j=0;j<m_instanceGroups.size();j++)
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{
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if (m_instanceGroups[j]->m_shape == shapeData)
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@@ -237,7 +237,7 @@ void b3BulletDataExtractor::convertAllObjects(bParse::b3BulletFile* bulletFile2)
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for (int j=0;j<m_instanceGroups[i]->m_rigidBodies.size();j++)
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{
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Bullet::b3RigidBodyFloatData* colObjData = (Bullet::b3RigidBodyFloatData*)m_instanceGroups[i]->m_rigidBodies[j];
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Bullet3SerializeBullet2::b3RigidBodyFloatData* colObjData = (Bullet3SerializeBullet2::b3RigidBodyFloatData*)m_instanceGroups[i]->m_rigidBodies[j];
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b3Matrix3x3 mat;
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mat.deSerializeFloat((const b3Matrix3x3FloatData&)colObjData->m_collisionObjectData.m_worldTransform.m_basis);
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@@ -283,7 +283,7 @@ void b3BulletDataExtractor::convertAllObjects(bParse::b3BulletFile* bulletFile2)
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int b3BulletDataExtractor::convertCollisionShape( Bullet::b3CollisionShapeData* shapeData )
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int b3BulletDataExtractor::convertCollisionShape( Bullet3SerializeBullet2::b3CollisionShapeData* shapeData )
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{
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int shapeIndex = -1;
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@@ -291,7 +291,7 @@ int b3BulletDataExtractor::convertCollisionShape( Bullet::b3CollisionShapeData*
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{
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case STATIC_PLANE_PROXYTYPE:
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{
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Bullet::b3StaticPlaneShapeData* planeData = (Bullet::b3StaticPlaneShapeData*)shapeData;
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Bullet3SerializeBullet2::b3StaticPlaneShapeData* planeData = (Bullet3SerializeBullet2::b3StaticPlaneShapeData*)shapeData;
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shapeIndex = createPlaneShape(planeData->m_planeNormal,planeData->m_planeConstant, planeData->m_localScaling);
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break;
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}
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@@ -303,7 +303,7 @@ int b3BulletDataExtractor::convertCollisionShape( Bullet::b3CollisionShapeData*
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case MULTI_SPHERE_SHAPE_PROXYTYPE:
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case CONVEX_HULL_SHAPE_PROXYTYPE:
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{
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Bullet::b3ConvexInternalShapeData* bsd = (Bullet::b3ConvexInternalShapeData*)shapeData;
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Bullet3SerializeBullet2::b3ConvexInternalShapeData* bsd = (Bullet3SerializeBullet2::b3ConvexInternalShapeData*)shapeData;
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switch (shapeData->m_shapeType)
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{
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@@ -319,7 +319,7 @@ int b3BulletDataExtractor::convertCollisionShape( Bullet::b3CollisionShapeData*
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}
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case CONVEX_HULL_SHAPE_PROXYTYPE:
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{
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Bullet::b3ConvexHullShapeData* convexData = (Bullet::b3ConvexHullShapeData*)bsd;
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Bullet3SerializeBullet2::b3ConvexHullShapeData* convexData = (Bullet3SerializeBullet2::b3ConvexHullShapeData*)bsd;
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int numPoints = convexData->m_numUnscaledPoints;
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b3Vector3 localScaling;
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localScaling.deSerializeFloat((b3Vector3FloatData&)bsd->m_localScaling);
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@@ -441,13 +441,13 @@ int b3BulletDataExtractor::convertCollisionShape( Bullet::b3CollisionShapeData*
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case TRIANGLE_MESH_SHAPE_PROXYTYPE:
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{
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Bullet::b3TriangleMeshShapeData* trimesh = (Bullet::b3TriangleMeshShapeData*)shapeData;
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Bullet3SerializeBullet2::b3TriangleMeshShapeData* trimesh = (Bullet3SerializeBullet2::b3TriangleMeshShapeData*)shapeData;
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printf("numparts = %d\n",trimesh->m_meshInterface.m_numMeshParts);
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if (trimesh->m_meshInterface.m_numMeshParts)
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{
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for (int i=0;i<trimesh->m_meshInterface.m_numMeshParts;i++)
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{
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Bullet::b3MeshPartData& dat = trimesh->m_meshInterface.m_meshPartsPtr[i];
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Bullet3SerializeBullet2::b3MeshPartData& dat = trimesh->m_meshInterface.m_meshPartsPtr[i];
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printf("numtris = %d, numverts = %d\n", dat.m_numTriangles,dat.m_numVertices);//,dat.m_vertices3f,dat.m_3indices16
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printf("scaling = %f,%f,%f\n", trimesh->m_meshInterface.m_scaling.m_floats[0],trimesh->m_meshInterface.m_scaling.m_floats[1],trimesh->m_meshInterface.m_scaling.m_floats[2]);
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// dat.
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@@ -531,7 +531,7 @@ int b3BulletDataExtractor::convertCollisionShape( Bullet::b3CollisionShapeData*
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}
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int b3BulletDataExtractor::createBoxShape( const Bullet::b3Vector3FloatData& halfDimensions, const Bullet::b3Vector3FloatData& localScaling, float collisionMargin)
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int b3BulletDataExtractor::createBoxShape( const Bullet3SerializeBullet2::b3Vector3FloatData& halfDimensions, const Bullet3SerializeBullet2::b3Vector3FloatData& localScaling, float collisionMargin)
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{
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float cubeScaling[4] = {
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halfDimensions.m_floats[0]*localScaling.m_floats[0]+collisionMargin,
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@@ -561,14 +561,14 @@ int b3BulletDataExtractor::createBoxShape( const Bullet::b3Vector3FloatData& hal
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return cubeCollisionShapeIndex;
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}
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int b3BulletDataExtractor::createSphereShape( float radius, const Bullet::b3Vector3FloatData& localScaling, float collisionMargin)
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int b3BulletDataExtractor::createSphereShape( float radius, const Bullet3SerializeBullet2::b3Vector3FloatData& localScaling, float collisionMargin)
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{
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printf("createSphereShape with radius %f\n",radius);
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return -1;
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}
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int b3BulletDataExtractor::createPlaneShape( const Bullet::b3Vector3FloatData& planeNormal, float planeConstant, const Bullet::b3Vector3FloatData& localScaling)
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int b3BulletDataExtractor::createPlaneShape( const Bullet3SerializeBullet2::b3Vector3FloatData& planeNormal, float planeConstant, const Bullet3SerializeBullet2::b3Vector3FloatData& localScaling)
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{
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printf("createPlaneShape with normal %f,%f,%f and planeConstant\n",planeNormal.m_floats[0], planeNormal.m_floats[1],planeNormal.m_floats[2],planeConstant);
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return -1;
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@@ -590,7 +590,7 @@ GraphicsShape* b3BulletDataExtractor::createGraphicsShapeFromWavefrontObj(objLoa
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vtx.xyzw[1] = obj->vertexList[v]->e[1];
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vtx.xyzw[2] = obj->vertexList[v]->e[2];
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b3Vector3 n(vtx.xyzw[0],vtx.xyzw[1],vtx.xyzw[2]);
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if (n.length2()>SIMD_EPSILON)
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if (n.length2()>B3_EPSILON)
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{
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n.normalize();
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vtx.normal[0] = n[0];
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