Added Quake BSP loading to the ColladaDemo example. This can become utility to transform bsp2dae
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Demos/ColladaDemo/BspConverter.h
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Demos/ColladaDemo/BspConverter.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BSP_CONVERTER_H
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#define BSP_CONVERTER_H
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class BspLoader;
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#include <vector>
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#include "SimdVector3.h"
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///BspConverter turns a loaded bsp level into convex parts (vertices)
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class BspConverter
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{
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public:
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void convertBsp(BspLoader& bspLoader,float scaling);
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///Utility function to create vertices from a Quake Brush. Brute force but it works.
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///Bit overkill to use QHull package
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void getVerticesFromPlaneEquations(const std::vector<SimdVector3>& planeEquations , std::vector<SimdVector3>& verticesOut );
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bool isInside(const std::vector<SimdVector3>& planeEquations, const SimdVector3& point, float margin);
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///this callback is called for each brush that succesfully converted into vertices
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virtual void AddConvexVerticesCollider(std::vector<SimdVector3>& vertices, bool isEntity, const SimdVector3& entityTargetLocation) = 0;
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};
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#endif //BSP_CONVERTER_H
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