Added full featured saving support including collision geometry and constraints.
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File diff suppressed because it is too large
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@@ -23,51 +23,49 @@ subject to the following restrictions:
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class btCollisionShape;
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class btCollisionShape;
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class btRigidBody;
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class btRigidBody;
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class btTypedConstraint;
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class btTypedConstraint;
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class ConstraintInput;
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class ConstraintInput;
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//use some reasonable number here
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#define COLLADA_CONVERTER_MAX_NUM_OBJECTS 32768
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//namespace..
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///ColladaConverter helps converting the physics assets from COLLADA DOM into physics objects
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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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class ColladaConverter
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{
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{
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protected:
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protected:
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class DAE* m_collada;
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class DAE* m_collada;
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class domCOLLADA* m_dom;
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class domCOLLADA* m_dom;
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const char* m_filename;
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char* m_filename;
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float m_unitMeterScaling;
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float m_unitMeterScaling;
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int m_numObjects;
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void PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape, btVector3 linearVelocity, btVector3 angularVelocity);
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btRigidBody* m_rigidBodies[COLLADA_CONVERTER_MAX_NUM_OBJECTS];
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void PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape);
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void prepareConstraints(ConstraintInput& input);
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void prepareConstraints(ConstraintInput& input);
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void ConvertRigidBodyRef( struct btRigidBodyInput& , struct btRigidBodyOutput& output );
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void ConvertRigidBodyRef( struct btRigidBodyInput& , struct btRigidBodyOutput& output );
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bool convert ();
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void addConvexHull (btCollisionShape* shape, const char* nodeName, class domLibrary_geometries* geomLib);
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void addConvexMesh (btCollisionShape* shape, const char* nodeName, class domLibrary_geometries* geomLib);
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void addConcaveMesh(btCollisionShape* shape, const char* nodeName, class domLibrary_geometries* geomLib);
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void addNode (btRigidBody* body, const char* nodeName, const char* shapeName, class domVisual_scene* vscene);
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void addConstraint (btTypedConstraint* constraint, class domPhysics_model* physicsModel);
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void addConstraintInstance (btTypedConstraint* constraint, class domInstance_physics_model* mi);
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void addMaterial (btRigidBody* body, const char* nodeName, class domLibrary_physics_materials* materialsLib);
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void buildShape (btCollisionShape* shape, void* collada_shape, const char* shapeName, class domLibrary_geometries* geomLib);
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void addRigidBody (btRigidBody* body, const char* nodeName, const char* shapeName, class domPhysics_model* physicsModel, class domLibrary_geometries* geomLib);
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void addRigidBodyInstance (btRigidBody* body, const char* nodeName, class domInstance_physics_model* mi);
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public:
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public:
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ColladaConverter();
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ColladaConverter();
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///open a COLLADA .dae file
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///load a COLLADA .dae file
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bool load(const char* filename);
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bool load(const char* filename);
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///save a snapshot in COLLADA physics .dae format.
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///save a snapshot in COLLADA physics .dae format.
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///if the filename is left empty, modify the filename used during loading
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///if the filename is left empty, modify the filename used during loading
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bool saveAs(const char* filename = 0);
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bool save(const char* filename = 0);
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///convert a Collada DOM document and call the 2 virtual methods for each rigid body/constraint
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///those virtuals are called by load and save.
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bool convert();
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///those 2 virtuals are called for each constraint/physics object
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virtual btTypedConstraint* createUniversalD6Constraint(
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virtual btTypedConstraint* createUniversalD6Constraint(
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class btRigidBody* body0,class btRigidBody* otherBody,
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class btRigidBody* body0,class btRigidBody* otherBody,
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btTransform& localAttachmentFrameRef,
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btTransform& localAttachmentFrameRef,
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@@ -78,16 +76,17 @@ public:
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const btVector3& angularMaxLimits,
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const btVector3& angularMaxLimits,
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bool disableCollisionsBetweenLinkedBodies
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bool disableCollisionsBetweenLinkedBodies
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) = 0;
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) = 0;
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virtual btRigidBody* createRigidBody(bool isDynamic,
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virtual btRigidBody* createRigidBody(bool isDynamic,
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float mass,
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float mass,
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const btTransform& startTransform,
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const btTransform& startTransform,
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btCollisionShape* shape) = 0;
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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 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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virtual void setCameraInfo(const btVector3& up, int forwardAxis) = 0;
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};
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};
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#endif //COLLADA_CONVERTER_H
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#endif //COLLADA_CONVERTER_H
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