improve CollisionDemo.cpp, show multi-contact generation using perturbation improve ColladaConverter: add hinge/point 2 point constraint conversion support, add btScaledTriangleMeshShape support Fix Dynamica MayaPlygin: remove 'active' flag, it has to be replaced by mass=0 for active, mass<>0 for passive Added missing projectfiles Fixed single-shot contact generation. it is disabled by default to improve performance Bugfixes for character controller, thanks to John McCutchan for reporting Constraint solver: better default settings btDefaultAllocator: aligned allocator uses non-aligned allocator (instead of directly malloc/free) disable memalign by default, use Bullet's aligned allocator
252 lines
9.3 KiB
C++
252 lines
9.3 KiB
C++
/*
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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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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btHashMap.h"
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class btCollisionShape;
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class btRigidBody;
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class btTypedConstraint;
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class btDynamicsWorld;
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struct ConstraintInput;
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class btRigidBodyColladaInfo;
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class btRigidBodyColladaInfo
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{
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public:
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class domNode* m_node;
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class domRigid_body* m_domRigidBody;
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class domInstance_rigid_body* m_instanceRigidBody;
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btRigidBody* m_body;
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int getUid();
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btRigidBodyColladaInfo (btRigidBody* body, domNode* node, domRigid_body* rigidBody, domInstance_rigid_body* instanceRigidBody)
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{
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m_body = body;
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m_node = node;
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m_domRigidBody = rigidBody;
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m_instanceRigidBody = instanceRigidBody;
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}
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};
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class btRigidConstraintColladaInfo
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{
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public:
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btTypedConstraint* m_typedConstraint;
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class domRigid_constraint* m_domRigidConstraint;
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class domInstance_rigid_constraint* m_domInstanceRigidConstraint;
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int getUid();
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btRigidConstraintColladaInfo (btTypedConstraint* constraint, domRigid_constraint* rigidConstraint, domInstance_rigid_constraint* domInstanceRigidConstraint)
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{
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m_typedConstraint = constraint;
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m_domRigidConstraint = rigidConstraint;
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m_domInstanceRigidConstraint = domInstanceRigidConstraint;
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}
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};
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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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char m_cleaned_filename[513];
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protected:
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btDynamicsWorld* m_dynamicsWorld;
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btAlignedObjectArray<class btCollisionShape*> m_allocatedCollisionShapes;
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btHashMap<btHashKeyPtr<btRigidBodyColladaInfo*>,btRigidBodyColladaInfo*> m_rbUserInfoHashMap;
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btHashMap<btHashKeyPtr<btRigidConstraintColladaInfo*>,btRigidConstraintColladaInfo*> m_constraintUserInfoHashMap;
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class DAE* m_collada;
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class domCOLLADA* m_dom;
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char* m_filename;
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float m_unitMeterScaling;
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bool m_use32bitIndices;
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bool m_use4componentVertices;
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void PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape, const btVector3& linearVelocity, const btVector3& angularVelocity);
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void prepareConstraints(ConstraintInput& input);
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void ConvertRigidBodyRef( struct btRigidBodyInput& , struct btRigidBodyOutput& output );
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bool convert ();
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btRigidBodyColladaInfo* findRigidBodyColladaInfo(const btRigidBody* body);
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btRigidConstraintColladaInfo* findRigidConstraintColladaInfo(btTypedConstraint* constraint);
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bool instantiateDom ();
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/* Searches based on matching name/id */
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class domNode* findNode (const char* nodeName);
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class domRigid_body* findRigid_body (const char* rigidBodyName);
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class domInstance_rigid_body* findRigid_body_instance (const char* nodeName);
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class domRigid_constraint* findRigid_constraint (const char* constraintName);
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class domGeometry* findGeometry (const char* shapeName);
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class domNode* findNode (btRigidBody* rb);
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class domRigid_body* findRigid_body (const btRigidBody* rb);
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class domInstance_rigid_body* findRigid_body_instance (btRigidBody* rb);
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class domRigid_constraint* findRigid_constraint (btTypedConstraint* constraint);
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//class domGeometry* findGeometry (btCollisionShape* shape);
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/* These are the locations that NEW elements will be added to */
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class domLibrary_geometries* getDefaultGeomLib ();
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class domLibrary_physics_materials* getDefaultMaterialsLib ();
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class domPhysics_model* getDefaultPhysicsModel ();
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class domInstance_physics_model* getDefaultInstancePhysicsModel ();
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/* Currently we assume that there is only a single physics and visual scene */
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class domPhysics_scene* getDefaultPhysicsScene ();
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class domVisual_scene* getDefaultVisualScene ();
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void buildShapeNew(btCollisionShape* shape, void* domTechniqueCommon, const char* shapeName, bool isChild=false,const btTransform& childTrans=btTransform::getIdentity());
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void addConvexHull (btCollisionShape* shape, const char* nodeName);
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void addConvexMesh (btCollisionShape* shape, const char* nodeName);
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void addConcaveMesh(btCollisionShape* shape, const char* nodeName);
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void addScaledConcaveMesh(btCollisionShape* shape, const char* nodeName);
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void addGimpactMesh(btCollisionShape* shape, const char* nodeName);
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void addConcaveMeshInternal(class btStridingMeshInterface* meshInterface , const char* nodeName);
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class domNode* addNode (btRigidBody* body, const char* nodeName, const char* shapeName);
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class domRigid_constraint* addConstraint (btTypedConstraint* constraint, const char* constraintName);
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class domInstance_rigid_constraint* addConstraintInstance (btTypedConstraint* constraint, const char* constraintName);
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void addMaterial (btRigidBody* body, const char* nodeName);
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class domRigid_body* addRigidBody (btRigidBody* body, const char* nodeName, const char* shapeName);
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class domInstance_rigid_body* addRigidBodyInstance (btRigidBody* body, const char* nodeName);
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void updateRigidBodyPosition (btRigidBody* body, class domNode* node);
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void updateRigidBodyVelocity (btRigidBody* body);
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void updateConstraint (btTypedConstraint* constraint, class domRigid_constraint* rigidConstraint);
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void syncOrAddGeometry (btCollisionShape* shape, const char* nodeName);
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void syncOrAddRigidBody (btRigidBody* body);
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void syncOrAddConstraint (btTypedConstraint* constraint);
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public:
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ColladaConverter(btDynamicsWorld* dynaWorld);
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virtual ~ColladaConverter ();
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///load a COLLADA .dae file
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bool load(const char* filename);
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// resets the collada converter state
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void reset ();
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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 save(const char* filename = 0);
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void setUse32bitIndices(bool use32bitIndices)
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{
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m_use32bitIndices = use32bitIndices;
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}
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bool setUse32bitIndices() const
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{
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return m_use32bitIndices;
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}
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void setUse4componentVertices(bool use4componentVertices)
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{
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m_use4componentVertices = use4componentVertices;
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}
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bool getUse4componentVertices() const
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{
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return m_use4componentVertices;
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}
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void registerRigidBody(btRigidBody* body, const char* name);
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void deRegisterRigidBody(btRigidBody* body);
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const char* getName (btRigidBody* body);
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void registerConstraint(btTypedConstraint* constraint, const char* name);
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void deRegisterConstraint(btTypedConstraint* constraint);
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const char* getName (btTypedConstraint* constraint);
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///those virtuals are called by load and save.
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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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);
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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);
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virtual int getNumRigidBodies ();
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virtual btRigidBody* getRigidBody (int i);
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virtual int getNumConstraints ();
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virtual btTypedConstraint* getConstraint (int i);
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virtual void setGravity(const btVector3& gravity);
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virtual btVector3 getGravity ();
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virtual void setCameraInfo(const btVector3& up, int forwardAxis);
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virtual btCollisionShape* createPlaneShape(const btVector3& planeNormal,btScalar planeConstant);
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virtual btCollisionShape* createBoxShape(const btVector3& halfExtents);
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virtual btCollisionShape* createSphereShape(btScalar radius);
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virtual btCollisionShape* createCylinderShapeY(btScalar radius,btScalar height);
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virtual class btTriangleMesh* createTriangleMeshContainer();
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virtual btCollisionShape* createBvhTriangleMeshShape(btTriangleMesh* trimesh);
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virtual btCollisionShape* createConvexTriangleMeshShape(btTriangleMesh* trimesh);
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virtual btCollisionShape* createGimpactShape(btTriangleMesh* trimesh);
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virtual class btConvexHullShape* createConvexHullShape();
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virtual class btCompoundShape* createCompoundShape();
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int getNumCollisionShapes() const;
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btCollisionShape* getCollisionShape(int shapeIndex);
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void deleteAllocatedCollisionShapes();
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void deleteShape(btCollisionShape* shape);
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char* getLastFileName();
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char* fixFileName(const char* lpCmdLine);
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};
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#endif //COLLADA_CONVERTER_H
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