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.
This commit is contained in:
ejcoumans
2006-09-27 20:43:51 +00:00
parent d1e9a885f3
commit eb23bb5c0c
263 changed files with 7528 additions and 6714 deletions

View File

@@ -18,10 +18,10 @@ subject to the following restrictions:
#ifndef COLLADA_CONVERTER_H
#define COLLADA_CONVERTER_H
#include "LinearMath/SimdTransform.h"
#include "LinearMath/SimdVector3.h"
#include "LinearMath/btTransform.h"
#include "LinearMath/btVector3.h"
class CollisionShape;
class btCollisionShape;
class PHY_IPhysicsController;
class CcdPhysicsController;
class ConstraintInput;
@@ -44,11 +44,11 @@ protected:
int m_numObjects;
CcdPhysicsController* m_physObjects[COLLADA_CONVERTER_MAX_NUM_OBJECTS];
void PreparePhysicsObject(struct RigidBodyInput& input, bool isDynamics, float mass,CollisionShape* colShape);
void PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape);
void PrepareConstraints(ConstraintInput& input);
void ConvertRigidBodyRef( struct RigidBodyInput& , struct RigidBodyOutput& output );
void ConvertRigidBodyRef( struct btRigidBodyInput& , struct btRigidBodyOutput& output );
public:
@@ -68,22 +68,22 @@ public:
///those 2 virtuals are called for each constraint/physics object
virtual int createUniversalD6Constraint(
class PHY_IPhysicsController* ctrlRef,class PHY_IPhysicsController* ctrlOther,
SimdTransform& localAttachmentFrameRef,
SimdTransform& localAttachmentOther,
const SimdVector3& linearMinLimits,
const SimdVector3& linearMaxLimits,
const SimdVector3& angularMinLimits,
const SimdVector3& angularMaxLimits
btTransform& localAttachmentFrameRef,
btTransform& localAttachmentOther,
const btVector3& linearMinLimits,
const btVector3& linearMaxLimits,
const btVector3& angularMinLimits,
const btVector3& angularMaxLimits
) = 0;
virtual CcdPhysicsController* CreatePhysicsObject(bool isDynamic,
float mass,
const SimdTransform& startTransform,
CollisionShape* shape) = 0;
const btTransform& startTransform,
btCollisionShape* shape) = 0;
virtual void SetGravity(const SimdVector3& gravity) = 0;
virtual void SetGravity(const btVector3& gravity) = 0;
virtual void SetCameraInfo(const SimdVector3& up, int forwardAxis) = 0;
virtual void SetCameraInfo(const btVector3& up, int forwardAxis) = 0;
};