Hello, this is a very simple application using Collada-Dom, OpenGlut, and my Physic Library.
It is a simple Viewer and can also export snapshot of loaded scenes, nothing really big and certainly not as powerful, versatile or polished as the converters that are implemented on the more popular physics engines listed in the front page of the Collada website.
This is not intended to be a very sophisticated application, it was more for me to test the operation of the Collada import/expert support of my engine.
It has the capability to navigate the scene with the keys: w, s, a, d, z, x in combination with mouse left click.
Left clicking on dynamic object can pick them.
Right click open the simple menu.
I provided two sample files one is a joints setup and the other a small stack of miscelaneus shapes. (I am only usin the starndard ones supported by Collada)
-On the Collada graphics side if is not fully functional, because is can only load simple vertex formats, position, normal and uv
-On the Collada physic side I had not implemented multiple shapes, so if some body try to load rigid bodies with arrays of shapes will only load the first shape in the array
-Springs and Dampers on joints is not implemented yet.
-On my physics engine side the simulation run at all time with not auto sleep, so large stack will probably collapse doe to drift error on the calculation of reaction forces, also it will run slow with large stack even is they are a rest since it never freezes bodies.
If any body test it with files other than the one provide with the viewer, I will be appreciated a great deal since my goal is to abide by the standard as mush as I possible can.
So far the only assurance that my interpretation of the specification is correct is that the files pass the Coherency test provide by the Collada Group, but that is not guarantee of functional correctness, and I am positive there are lots of errors in my interpreation.
For those that have scenes produced with other tools with complex graphics not supported by my converter at this time, you can load them using the “Load using collision proxies as visual” command form the menu.
Also if you want have teh chance to position the camera before the simulation start you can select disable simulation from the menu before loading the scene.
Finally some scenes the camera is position far away from the action and some scenes do not even have camera at all, for that I also privided a command to center the camera to the middle of the dynamic bodies.
Finally I still have a long way to go on the converter and I still have lot of questions, but I tried to be as faithfuilt to teh specifications as possible avoiding the proliferation of vendor specific parameters.
I think that for the questions I still have I will be is better position if I can show the state of the tool.
Thank you to the Collada organization for providing the specifications and also the library.