merged most of the changes from the branch into trunk, except for COLLADA, libxml and glut glitches.
Still need to verify to make sure no unwanted renaming is introduced.
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@@ -18,10 +18,10 @@ subject to the following restrictions:
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#ifndef COLLADA_CONVERTER_H
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#define COLLADA_CONVERTER_H
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#include "LinearMath/SimdTransform.h"
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#include "LinearMath/SimdVector3.h"
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#include "LinearMath/btTransform.h"
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#include "LinearMath/btVector3.h"
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class CollisionShape;
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class btCollisionShape;
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class PHY_IPhysicsController;
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class CcdPhysicsController;
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class ConstraintInput;
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@@ -44,11 +44,11 @@ protected:
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int m_numObjects;
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CcdPhysicsController* m_physObjects[COLLADA_CONVERTER_MAX_NUM_OBJECTS];
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void PreparePhysicsObject(struct RigidBodyInput& input, bool isDynamics, float mass,CollisionShape* colShape);
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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 RigidBodyInput& , struct RigidBodyOutput& output );
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void ConvertRigidBodyRef( struct btRigidBodyInput& , struct btRigidBodyOutput& output );
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public:
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@@ -68,22 +68,22 @@ public:
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///those 2 virtuals are called for each constraint/physics object
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virtual int createUniversalD6Constraint(
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class PHY_IPhysicsController* ctrlRef,class PHY_IPhysicsController* ctrlOther,
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SimdTransform& localAttachmentFrameRef,
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SimdTransform& localAttachmentOther,
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const SimdVector3& linearMinLimits,
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const SimdVector3& linearMaxLimits,
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const SimdVector3& angularMinLimits,
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const SimdVector3& angularMaxLimits
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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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) = 0;
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virtual CcdPhysicsController* CreatePhysicsObject(bool isDynamic,
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float mass,
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const SimdTransform& startTransform,
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CollisionShape* shape) = 0;
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const btTransform& startTransform,
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btCollisionShape* shape) = 0;
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virtual void SetGravity(const SimdVector3& gravity) = 0;
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virtual void SetGravity(const btVector3& gravity) = 0;
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virtual void SetCameraInfo(const SimdVector3& 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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