mirror of
https://github.com/bulletphysics/bullet3
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d78a46fea2
the Maya nodes. Got rid of boost dependencies. Cleaned up mvl library
81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library Maya Plugin
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Copyright (c) 2008 Walt Disney Studios
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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
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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
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must
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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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Written by: Nicola Candussi <nicola@fluidinteractive.com>
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*/
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//collisionShapeNode.h
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#ifndef DYN_COLLISION_SHAPE_NODE_H
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#define DYN_COLLISION_SHAPE_NODE_H
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#include <maya/MString.h>
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#include <maya/MTypeId.h>
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#include <maya/MPxNode.h>
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#include "collision_shape.h"
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class collisionShapeNode: public MPxNode
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{
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public:
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collisionShapeNode();
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virtual ~collisionShapeNode();
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virtual bool setInternalValueInContext ( const MPlug & plug,
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const MDataHandle & dataHandle,
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MDGContext & ctx);
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virtual MStatus compute( const MPlug& plug, MDataBlock& data );
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static void * creator();
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static MStatus initialize();
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public:
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collision_shape_t::pointer collisionShape();
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public:
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//Attributes
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static MObject ia_shape;
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static MObject ia_type;
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static MObject ia_scale;
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static MObject ca_collisionShape;
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static MObject ca_collisionShapeParam;
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static MObject oa_collisionShape;
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public:
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static MTypeId typeId;
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static MString typeName;
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protected:
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void computeCollisionShape(const MPlug& plug, MDataBlock& data);
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void computeCollisionShapeParam(const MPlug& plug, MDataBlock& data);
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void computeOutputShape(const MPlug& plug, MDataBlock& data);
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private:
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collision_shape_t::pointer m_collision_shape;
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};
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#endif
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