add .bullet loader for GPU demo
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53
demo/gpudemo/rigidbody/BulletDataExtractor.h
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53
demo/gpudemo/rigidbody/BulletDataExtractor.h
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#ifndef BULLET_DATA_EXTRACTOR_H
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#define BULLET_DATA_EXTRACTOR_H
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#include "Bullet3Serialize/Bullet2FileLoader/autogenerated/bullet2.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "Bullet3Common/b3Vector3.h"
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class GLInstancingRenderer;
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class b3GpuRigidBodyPipeline;
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class b3GpuNarrowPhase;
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void createScene(GLInstancingRenderer& renderer,b3GpuNarrowPhase& np, b3GpuRigidBodyPipeline& rbWorld, const char* fileName);
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namespace bParse
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{
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class btBulletFile;
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};
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class btBulletDataExtractor
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{
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GLInstancingRenderer& m_renderer;
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b3GpuNarrowPhase& m_np;
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b3GpuRigidBodyPipeline& m_rbPipeline;
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public:
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b3AlignedObjectArray<struct InstanceGroup*> m_instanceGroups;
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b3AlignedObjectArray<struct GraphicsShape*> m_graphicsShapes;
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btBulletDataExtractor(GLInstancingRenderer& renderer, b3GpuNarrowPhase& np, b3GpuRigidBodyPipeline& rbPipeline);
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virtual ~btBulletDataExtractor();
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virtual void convertAllObjects(bParse::btBulletFile* bulletFile);
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//return -1 for invalid
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virtual int convertCollisionShape( Bullet::btCollisionShapeData* shapeData );
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virtual int createPlaneShape( const Bullet::btVector3FloatData& planeNormal, float planeConstant, const Bullet::btVector3FloatData& localScaling);
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virtual int createBoxShape( const Bullet::btVector3FloatData& halfDimensions, const Bullet::btVector3FloatData& localScaling, float collisionMargin);
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virtual int createSphereShape( float radius, const Bullet::btVector3FloatData& localScaling, float collisionMargin);
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static GraphicsShape* createGraphicsShapeFromConvexHull(const b3Vector3* tmpPoints, int numPoints);
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static GraphicsShape* createGraphicsShapeFromWavefrontObj(class objLoader* obj);
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};
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#endif //BULLET_DATA_EXTRACTOR_H
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