Files
bullet3/Extras/BulletColladaConverter/ColladaConverter.h
erwin.coumans fe5386a5c8 Made the move from sourceforge to googlecode (no svn sync any longer)
Fixed BulletColladaConverter load/save
Removed btTypedUserInfo
Added btHashMap
Fixed btCapsuleShape
2008-03-13 05:16:42 +00:00

233 lines
7.9 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"
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btHashMap.h"
class btCollisionShape;
class btRigidBody;
class btTypedConstraint;
class btDynamicsWorld;
class ConstraintInput;
class btRigidBodyColladaInfo;
class btRigidBodyColladaInfo
{
public:
class domNode* m_node;
class domRigid_body* m_domRigidBody;
class domInstance_rigid_body* m_instanceRigidBody;
btRigidBody* m_body;
int getUid();
btRigidBodyColladaInfo (btRigidBody* body, domNode* node, domRigid_body* rigidBody, domInstance_rigid_body* instanceRigidBody)
{
m_body = body;
m_node = node;
m_domRigidBody = rigidBody;
m_instanceRigidBody = instanceRigidBody;
}
};
class btRigidConstraintColladaInfo
{
public:
btTypedConstraint* m_typedConstraint;
class domRigid_constraint* m_domRigidConstraint;
class domInstance_rigid_constraint* m_domInstanceRigidConstraint;
int getUid();
btRigidConstraintColladaInfo (btTypedConstraint* constraint, domRigid_constraint* rigidConstraint, domInstance_rigid_constraint* domInstanceRigidConstraint)
{
m_typedConstraint = constraint;
m_domRigidConstraint = rigidConstraint;
m_domInstanceRigidConstraint = domInstanceRigidConstraint;
}
};
/*
class btShapeColladaInfo
{
public:
domGeometry* m_geometry;
int getUid();
btShapeColladaInfo (domGeometry* geometry) : btTypedUserInfo ()
{
m_geometry = geometry;
}
};
*/
///ColladaConverter helps converting the physics assets from COLLADA DOM into physics objects
class ColladaConverter
{
char m_cleaned_filename[513];
protected:
btDynamicsWorld* m_dynamicsWorld;
btHashMap<btHashKeyPtr<btRigidBodyColladaInfo*>,btRigidBodyColladaInfo*> m_rbUserInfoHashMap;
btHashMap<btHashKeyPtr<btRigidConstraintColladaInfo*>,btRigidConstraintColladaInfo*> m_constraintUserInfoHashMap;
class DAE* m_collada;
class domCOLLADA* m_dom;
char* m_filename;
float m_unitMeterScaling;
bool m_use32bitIndices;
bool m_use4componentVertices;
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 ();
btRigidBodyColladaInfo* findRigidBodyColladaInfo(const btRigidBody* body);
btRigidConstraintColladaInfo* findRigidConstraintColladaInfo(btTypedConstraint* constraint);
/* Searches based on matching name/id */
class domNode* findNode (const char* nodeName);
class domRigid_body* findRigid_body (const char* rigidBodyName);
class domInstance_rigid_body* findRigid_body_instance (const char* nodeName);
class domRigid_constraint* findRigid_constraint (const char* constraintName);
class domGeometry* findGeometry (const char* shapeName);
class domNode* findNode (btRigidBody* rb);
class domRigid_body* findRigid_body (const btRigidBody* rb);
class domInstance_rigid_body* findRigid_body_instance (btRigidBody* rb);
class domRigid_constraint* findRigid_constraint (btTypedConstraint* constraint);
//class domGeometry* findGeometry (btCollisionShape* shape);
/* These are the locations that NEW elements will be added to */
class domLibrary_geometries* getDefaultGeomLib ();
class domLibrary_physics_materials* getDefaultMaterialsLib ();
class domPhysics_model* getDefaultPhysicsModel ();
class domInstance_physics_model* getDefaultInstancePhysicsModel ();
/* Currently we assume that there is only a single physics and visual scene */
class domPhysics_scene* getDefaultPhysicsScene ();
class domVisual_scene* getDefaultVisualScene ();
void buildShape (btCollisionShape* shape, void* collada_shape, const char* shapeName);
void addConvexHull (btCollisionShape* shape, const char* nodeName);
void addConvexMesh (btCollisionShape* shape, const char* nodeName);
void addConcaveMesh(btCollisionShape* shape, const char* nodeName);
class domNode* addNode (btRigidBody* body, const char* nodeName, const char* shapeName);
class domRigid_constraint* addConstraint (btTypedConstraint* constraint, const char* constraintName);
class domInstance_rigid_constraint* addConstraintInstance (btTypedConstraint* constraint, const char* constraintName);
void addMaterial (btRigidBody* body, const char* nodeName);
class domRigid_body* addRigidBody (btRigidBody* body, const char* nodeName, const char* shapeName);
class domInstance_rigid_body* addRigidBodyInstance (btRigidBody* body, const char* nodeName);
void updateRigidBodyPosition (btRigidBody* body, class domNode* node);
void updateRigidBodyVelocity (btRigidBody* body);
void updateConstraint (btTypedConstraint* constraint, class domRigid_constraint* rigidConstraint);
void syncOrAddGeometry (btCollisionShape* shape, const char* nodeName);
void syncOrAddRigidBody (btRigidBody* body);
void syncOrAddConstraint (btTypedConstraint* constraint);
public:
ColladaConverter(btDynamicsWorld* dynaWorld);
///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);
void setUse32bitIndices(bool use32bitIndices)
{
m_use32bitIndices = use32bitIndices;
}
bool setUse32bitIndices() const
{
return m_use32bitIndices;
}
void setUse4componentVertices(bool use4componentVertices)
{
m_use4componentVertices = use4componentVertices;
}
bool getUse4componentVertices() const
{
return m_use4componentVertices;
}
void registerRigidBody(btRigidBody* body, const char* name);
void deRegisterRigidBody(btRigidBody* body);
void registerConstraint(btTypedConstraint* constraint, const char* name);
void deRegisterConstraint(btTypedConstraint* constraint);
///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
);
virtual btRigidBody* createRigidBody(bool isDynamic,
float mass,
const btTransform& startTransform,
btCollisionShape* shape);
virtual int getNumRigidBodies ();
virtual btRigidBody* getRigidBody (int i);
virtual int getNumConstraints ();
virtual btTypedConstraint* getConstraint (int i);
virtual void setGravity(const btVector3& gravity);
virtual btVector3 getGravity ();
virtual void setCameraInfo(const btVector3& up, int forwardAxis)
{
};
char* getLastFileName();
char* fixFileName(const char* lpCmdLine);
};
#endif //COLLADA_CONVERTER_H