moved implementation from ColladaDemo into ColladaConverter, so that it can be used without change with any btDynamicsWorld.
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@@ -172,8 +172,9 @@ btTransform GetbtTransformFromCOLLADA_DOM(domMatrix_Array& matrixArray,
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ColladaConverter::ColladaConverter()
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:m_collada(0),
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ColladaConverter::ColladaConverter(btDynamicsWorld* dynaWorld)
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:m_dynamicsWorld(dynaWorld),
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m_collada(0),
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m_dom(0),
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m_filename(0),
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m_unitMeterScaling(1.f)
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@@ -2904,3 +2905,108 @@ void ColladaConverter::ConvertRigidBodyRef( btRigidBodyInput& rbInput,btRigidBod
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}
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///those 2 virtuals are called for each constraint/physics object
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btTypedConstraint* ColladaConverter::createUniversalD6Constraint(
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class btRigidBody* bodyRef,class btRigidBody* bodyOther,
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btTransform& localAttachmentFrameRef,
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btTransform& localAttachmentOther,
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const btVector3& linearMinLimits,
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const btVector3& linearMaxLimits,
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const btVector3& angularMinLimits,
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const btVector3& angularMaxLimits,
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bool disableCollisionsBetweenLinkedBodies
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)
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{
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if (bodyRef)
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{
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if (!bodyOther)
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{
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btRigidBody::btRigidBodyConstructionInfo cinfo(0,0,0);
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bodyOther = new btRigidBody(cinfo);
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bodyOther->setWorldTransform(bodyRef->getWorldTransform());
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localAttachmentOther = localAttachmentFrameRef;
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}
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bool useReferenceFrameA = true;
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btGeneric6DofConstraint* genericConstraint = new btGeneric6DofConstraint(
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*bodyRef,*bodyOther,
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localAttachmentFrameRef,localAttachmentOther,useReferenceFrameA);
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genericConstraint->setLinearLowerLimit(linearMinLimits);
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genericConstraint->setLinearUpperLimit(linearMaxLimits);
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genericConstraint->setAngularLowerLimit(angularMinLimits);
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genericConstraint->setAngularUpperLimit(angularMaxLimits);
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m_dynamicsWorld->addConstraint( genericConstraint,disableCollisionsBetweenLinkedBodies );
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return genericConstraint;
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}
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return 0;
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}
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btRigidBody* ColladaConverter::createRigidBody(bool isDynamic,
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float mass,
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const btTransform& startTransform,
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btCollisionShape* shape)
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{
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if (!isDynamic && (mass != 0.f))
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{
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printf("Warning: non-dynamic objects needs to have zero mass!\n");
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mass = 0.f;
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}
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if (isDynamic && (mass == 0.f))
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{
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printf("Warning: dynamic rigidbodies needs nonzero mass!\n");
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mass = 1.f;
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}
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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shape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia);
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btRigidBody* body = new btRigidBody(cInfo);
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m_dynamicsWorld->addRigidBody(body);
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return body;
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}
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int ColladaConverter::getNumRigidBodies ()
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{
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return m_dynamicsWorld->getNumCollisionObjects();
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}
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btRigidBody* ColladaConverter::getRigidBody (int i)
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{
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return btRigidBody::upcast(m_dynamicsWorld->getCollisionObjectArray ()[i]);
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}
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int ColladaConverter::getNumConstraints ()
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{
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return m_dynamicsWorld->getNumConstraints ();
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}
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btTypedConstraint* ColladaConverter::getConstraint (int i)
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{
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return m_dynamicsWorld->getConstraint (i);
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}
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void ColladaConverter::setGravity(const btVector3& grav)
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{
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m_dynamicsWorld->setGravity(grav);
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}
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btVector3 ColladaConverter::getGravity ()
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{
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return m_dynamicsWorld->getGravity ();
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}
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