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https://github.com/bulletphysics/bullet3
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Can read Ageia 'CreateDynamics' exported files again. See http://codesuppository.blogspot.com/
90 lines
3.0 KiB
C++
90 lines
3.0 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 "SimdTransform.h"
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#include "SimdVector3.h"
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class CollisionShape;
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class PHY_IPhysicsController;
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class CcdPhysicsController;
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class ConstraintInput;
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//use some reasonable number here
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#define COLLADA_CONVERTER_MAX_NUM_OBJECTS 32768
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//namespace..
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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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protected:
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class DAE* m_collada;
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class domCOLLADA* m_dom;
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const char* m_filename;
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int m_numObjects;
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CcdPhysicsController* m_physObjects[COLLADA_CONVERTER_MAX_NUM_OBJECTS];
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void PreparePhysicsObject(struct RigidBodyInput& input, bool isDynamics, float mass,CollisionShape* colShape);
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void PrepareConstraints(ConstraintInput& input);
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void ConvertRigidBodyRef( struct RigidBodyInput& , struct RigidBodyOutput& output );
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public:
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ColladaConverter();
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///open a COLLADA .dae file
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bool load(const char* filename);
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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 saveAs(const char* filename = 0);
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///convert a Collada DOM document and call the 2 virtual methods for each rigid body/constraint
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bool convert();
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///those 2 virtuals are called for each constraint/physics object
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virtual int createUniversalD6Constraint(
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class PHY_IPhysicsController* ctrlRef,class PHY_IPhysicsController* ctrlOther,
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SimdTransform& localAttachmentFrameRef,
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SimdTransform& localAttachmentOther,
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const SimdVector3& linearMinLimits,
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const SimdVector3& linearMaxLimits,
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const SimdVector3& angularMinLimits,
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const SimdVector3& angularMaxLimits
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) = 0;
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virtual CcdPhysicsController* CreatePhysicsObject(bool isDynamic,
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float mass,
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const SimdTransform& startTransform,
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CollisionShape* shape) = 0;
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virtual void SetGravity(const SimdVector3& gravity) = 0;
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virtual void SetCameraInfo(const SimdVector3& up, int forwardAxis) = 0;
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};
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#endif //COLLADA_CONVERTER_H
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