moved implementation from ColladaDemo into ColladaConverter, so that it can be used without change with any btDynamicsWorld.

This commit is contained in:
ejcoumans
2008-02-08 23:46:37 +00:00
parent 7ca3020133
commit 6b3587a505
5 changed files with 129 additions and 108 deletions

View File

@@ -172,8 +172,9 @@ btTransform GetbtTransformFromCOLLADA_DOM(domMatrix_Array& matrixArray,
ColladaConverter::ColladaConverter()
:m_collada(0),
ColladaConverter::ColladaConverter(btDynamicsWorld* dynaWorld)
:m_dynamicsWorld(dynaWorld),
m_collada(0),
m_dom(0),
m_filename(0),
m_unitMeterScaling(1.f)
@@ -2904,3 +2905,108 @@ void ColladaConverter::ConvertRigidBodyRef( btRigidBodyInput& rbInput,btRigidBod
}
///those 2 virtuals are called for each constraint/physics object
btTypedConstraint* ColladaConverter::createUniversalD6Constraint(
class btRigidBody* bodyRef,class btRigidBody* bodyOther,
btTransform& localAttachmentFrameRef,
btTransform& localAttachmentOther,
const btVector3& linearMinLimits,
const btVector3& linearMaxLimits,
const btVector3& angularMinLimits,
const btVector3& angularMaxLimits,
bool disableCollisionsBetweenLinkedBodies
)
{
if (bodyRef)
{
if (!bodyOther)
{
btRigidBody::btRigidBodyConstructionInfo cinfo(0,0,0);
bodyOther = new btRigidBody(cinfo);
bodyOther->setWorldTransform(bodyRef->getWorldTransform());
localAttachmentOther = localAttachmentFrameRef;
}
bool useReferenceFrameA = true;
btGeneric6DofConstraint* genericConstraint = new btGeneric6DofConstraint(
*bodyRef,*bodyOther,
localAttachmentFrameRef,localAttachmentOther,useReferenceFrameA);
genericConstraint->setLinearLowerLimit(linearMinLimits);
genericConstraint->setLinearUpperLimit(linearMaxLimits);
genericConstraint->setAngularLowerLimit(angularMinLimits);
genericConstraint->setAngularUpperLimit(angularMaxLimits);
m_dynamicsWorld->addConstraint( genericConstraint,disableCollisionsBetweenLinkedBodies );
return genericConstraint;
}
return 0;
}
btRigidBody* ColladaConverter::createRigidBody(bool isDynamic,
float mass,
const btTransform& startTransform,
btCollisionShape* shape)
{
if (!isDynamic && (mass != 0.f))
{
printf("Warning: non-dynamic objects needs to have zero mass!\n");
mass = 0.f;
}
if (isDynamic && (mass == 0.f))
{
printf("Warning: dynamic rigidbodies needs nonzero mass!\n");
mass = 1.f;
}
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(cInfo);
m_dynamicsWorld->addRigidBody(body);
return body;
}
int ColladaConverter::getNumRigidBodies ()
{
return m_dynamicsWorld->getNumCollisionObjects();
}
btRigidBody* ColladaConverter::getRigidBody (int i)
{
return btRigidBody::upcast(m_dynamicsWorld->getCollisionObjectArray ()[i]);
}
int ColladaConverter::getNumConstraints ()
{
return m_dynamicsWorld->getNumConstraints ();
}
btTypedConstraint* ColladaConverter::getConstraint (int i)
{
return m_dynamicsWorld->getConstraint (i);
}
void ColladaConverter::setGravity(const btVector3& grav)
{
m_dynamicsWorld->setGravity(grav);
}
btVector3 ColladaConverter::getGravity ()
{
return m_dynamicsWorld->getGravity ();
}