Files
bullet3/Extras/BulletColladaConverter/ColladaConverter.h

95 lines
4.1 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef COLLADA_CONVERTER_H
#define COLLADA_CONVERTER_H
#include "LinearMath/btTransform.h"
#include "LinearMath/btVector3.h"
class btCollisionShape;
class btRigidBody;
class btTypedConstraint;
class ConstraintInput;
///ColladaConverter helps converting the physics assets from COLLADA DOM into physics objects
class ColladaConverter
{
protected:
class DAE* m_collada;
class domCOLLADA* m_dom;
char* m_filename;
float m_unitMeterScaling;
void PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape, btVector3 linearVelocity, btVector3 angularVelocity);
void prepareConstraints(ConstraintInput& input);
void ConvertRigidBodyRef( struct btRigidBodyInput& , struct btRigidBodyOutput& output );
bool convert ();
void addConvexHull (btCollisionShape* shape, const char* nodeName, class domLibrary_geometries* geomLib);
void addConvexMesh (btCollisionShape* shape, const char* nodeName, class domLibrary_geometries* geomLib);
void addConcaveMesh(btCollisionShape* shape, const char* nodeName, class domLibrary_geometries* geomLib);
void addNode (btRigidBody* body, const char* nodeName, const char* shapeName, class domVisual_scene* vscene);
void addConstraint (btTypedConstraint* constraint, class domPhysics_model* physicsModel);
void addConstraintInstance (btTypedConstraint* constraint, class domInstance_physics_model* mi);
void addMaterial (btRigidBody* body, const char* nodeName, class domLibrary_physics_materials* materialsLib);
void buildShape (btCollisionShape* shape, void* collada_shape, const char* shapeName, class domLibrary_geometries* geomLib);
void addRigidBody (btRigidBody* body, const char* nodeName, const char* shapeName, class domPhysics_model* physicsModel, class domLibrary_geometries* geomLib);
void addRigidBodyInstance (btRigidBody* body, const char* nodeName, class domInstance_physics_model* mi);
public:
ColladaConverter();
///load a COLLADA .dae file
bool load(const char* filename);
///save a snapshot in COLLADA physics .dae format.
///if the filename is left empty, modify the filename used during loading
bool save(const char* filename = 0);
///those virtuals are called by load and save.
virtual btTypedConstraint* createUniversalD6Constraint(
class btRigidBody* body0,class btRigidBody* otherBody,
btTransform& localAttachmentFrameRef,
btTransform& localAttachmentOther,
const btVector3& linearMinLimits,
const btVector3& linearMaxLimits,
const btVector3& angularMinLimits,
const btVector3& angularMaxLimits,
bool disableCollisionsBetweenLinkedBodies
) = 0;
virtual btRigidBody* createRigidBody(bool isDynamic,
float mass,
const btTransform& startTransform,
btCollisionShape* shape) = 0;
virtual int getNumRigidBodies () = 0;
virtual btRigidBody* getRigidBody (int i) = 0;
virtual int getNumConstraints () = 0;
virtual btTypedConstraint* getConstraint (int i) = 0;
virtual void setGravity(const btVector3& gravity) = 0;
virtual btVector3 getGravity () = 0;
virtual void setCameraInfo(const btVector3& up, int forwardAxis) = 0;
};
#endif //COLLADA_CONVERTER_H