moved implementation from ColladaDemo into ColladaConverter, so that it can be used without change with any btDynamicsWorld.
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@@ -24,13 +24,16 @@ subject to the following restrictions:
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class btCollisionShape;
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class btRigidBody;
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class btTypedConstraint;
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class btDynamicsWorld;
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class ConstraintInput;
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///ColladaConverter helps converting the physics assets from COLLADA DOM into physics objects
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class ColladaConverter
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{
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protected:
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btDynamicsWorld* m_dynamicsWorld;
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class DAE* m_collada;
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class domCOLLADA* m_dom;
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char* m_filename;
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@@ -89,7 +92,7 @@ protected:
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void syncOrAddRigidBody (btRigidBody* body);
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void syncOrAddConstraint (btTypedConstraint* constraint);
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public:
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ColladaConverter();
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ColladaConverter(btDynamicsWorld* dynaWorld);
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///load a COLLADA .dae file
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bool load(const char* filename);
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@@ -108,18 +111,20 @@ public:
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const btVector3& angularMinLimits,
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const btVector3& angularMaxLimits,
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bool disableCollisionsBetweenLinkedBodies
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) = 0;
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);
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virtual btRigidBody* createRigidBody(bool isDynamic,
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float mass,
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const btTransform& startTransform,
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btCollisionShape* shape) = 0;
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virtual int getNumRigidBodies () = 0;
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virtual btRigidBody* getRigidBody (int i) = 0;
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virtual int getNumConstraints () = 0;
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virtual btTypedConstraint* getConstraint (int i) = 0;
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virtual void setGravity(const btVector3& gravity) = 0;
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virtual btVector3 getGravity () = 0;
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virtual void setCameraInfo(const btVector3& up, int forwardAxis) = 0;
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btCollisionShape* shape);
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virtual int getNumRigidBodies ();
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virtual btRigidBody* getRigidBody (int i);
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virtual int getNumConstraints ();
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virtual btTypedConstraint* getConstraint (int i);
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virtual void setGravity(const btVector3& gravity);
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virtual btVector3 getGravity ();
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virtual void setCameraInfo(const btVector3& up, int forwardAxis)
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{
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};
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};
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#endif //COLLADA_CONVERTER_H
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