/* Bullet Continuous Collision Detection and Physics Library Maya Plugin Copyright (c) 2008 Walt Disney Studios 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. Written by: Nicola Candussi Modified by Roman Ponomarev 01/22/2010 : Constraints reworked */ //rigidBodyNode.h #ifndef DYN_RIGID_BODY_NODE_H #define DYN_RIGID_BODY_NODE_H #include #include #include #include "solver.h" class rigidBodyNode: public MPxLocatorNode { public: rigidBodyNode(); virtual ~rigidBodyNode(); virtual bool setInternalValueInContext ( const MPlug & plug, const MDataHandle & dataHandle, MDGContext & ctx); // virtual MStatus setDependentsDirty ( const MPlug & plug, MPlugArray & plugArray); virtual MStatus compute( const MPlug& plug, MDataBlock& data ); virtual void draw( M3dView & view, const MDagPath & path, M3dView::DisplayStyle style, M3dView::DisplayStatus status ); virtual bool isBounded() const ; virtual MBoundingBox boundingBox() const; virtual bool excludeAsLocator() const { return false; } virtual bool isTransparent() const { return false; } static void * creator(); static MStatus initialize(); public: rigid_body_t::pointer rigid_body(); void update(); public: //Attributes static MObject ia_collisionShape; static MObject ia_solver; static MObject ia_mass; static MObject ia_restitution; static MObject ia_friction; static MObject ia_linearDamping; static MObject ia_angularDamping; static MObject ia_initialPosition; static MObject ia_initialRotation; static MObject ia_initialVelocity; static MObject ia_initialSpin; static MObject ca_rigidBody; static MObject ca_rigidBodyParam; static MObject ca_solver; public: static MTypeId typeId; static MString typeName; private: void computeRigidBody(const MPlug& plug, MDataBlock& data); void computeWorldMatrix(const MPlug& plug, MDataBlock& data); void computeRigidBodyParam(const MPlug& plug, MDataBlock& data); public: static void nodeRemoved(MObject& node, void *clientData); private: rigid_body_t::pointer m_rigid_body; }; #endif