moved Bullet COLLADA Convert into Extras folder, instead of embedded in the ColladaDemo
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Extras/BulletColladaConverter/ColladaConverter.h
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95
Extras/BulletColladaConverter/ColladaConverter.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 COLLADA_CONVERTER_H
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#define COLLADA_CONVERTER_H
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#include "LinearMath/btTransform.h"
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#include "LinearMath/btVector3.h"
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class btCollisionShape;
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class btRigidBody;
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class btTypedConstraint;
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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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class ColladaConverter
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{
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protected:
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class DAE* m_collada;
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class domCOLLADA* m_dom;
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const char* m_filename;
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float m_unitMeterScaling;
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int m_numObjects;
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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 ConvertRigidBodyRef( struct btRigidBodyInput& , struct btRigidBodyOutput& output );
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public:
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ColladaConverter();
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///open a COLLADA .dae file
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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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///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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///convert a Collada DOM document and call the 2 virtual methods for each rigid body/constraint
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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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class btRigidBody* body0,class btRigidBody* otherBody,
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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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) = 0;
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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 void setGravity(const btVector3& gravity) = 0;
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virtual void setCameraInfo(const btVector3& up, int forwardAxis) = 0;
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};
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#endif //COLLADA_CONVERTER_H
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