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authorJuan Linietsky <reduzio@gmail.com>2014-09-15 11:33:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-09-15 11:33:30 -0300
commit8cab401d08f8e25aa9b2dc710204785858ff3dbb (patch)
tree1a4cec868f937fb24d340ee33fbeba2f1c6fa9f2 /tools/collada/collada.h
parent1a2cb755e2d8b9d59178f36702f6dff7235b9088 (diff)
3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
Diffstat (limited to 'tools/collada/collada.h')
-rw-r--r--tools/collada/collada.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/tools/collada/collada.h b/tools/collada/collada.h
index 69ed05beba..360f54ec05 100644
--- a/tools/collada/collada.h
+++ b/tools/collada/collada.h
@@ -544,6 +544,7 @@ public:
Map<String,VisualScene> visual_scene_map;
Map<String,Node*> scene_map;
Set<String> idref_joints;
+ Map<String,String> sid_to_node_map;
//Map<String,NodeJoint*> bone_map;
Map<String,Transform> bone_rest_map;
@@ -616,6 +617,7 @@ private: // private stuff
void _find_morph_nodes(VisualScene *p_vscene,Node *p_node);
bool _remove_node(Node *p_parent,Node *p_node);
void _remove_node(VisualScene *p_vscene,Node *p_node);
+ void _merge_skeletons2(VisualScene *p_vscene);
void _merge_skeletons(VisualScene *p_vscene,Node *p_node);
bool _optimize_skeletons(VisualScene *p_vscene,Node *p_node);