mirror of
https://github.com/bulletphysics/bullet3
synced 2025-01-11 01:40:10 +00:00
d78a46fea2
the Maya nodes. Got rid of boost dependencies. Cleaned up mvl library
90 lines
3.4 KiB
C++
90 lines
3.4 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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//rigid_body.h
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#ifndef DYN_RIGID_BODY_H
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#define DYN_RIGID_BODY_H
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#include "shared_ptr.h"
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#include "collision_shape.h"
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#include "mathUtils.h"
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#include "rigid_body_impl.h"
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class rigid_body_t
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{
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public:
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//typedefs
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typedef shared_ptr<rigid_body_t> pointer;
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//
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collision_shape_t::pointer collision_shape() { return m_collision_shape; }
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//
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void set_kinematic(bool kinematic) { m_impl->set_kinematic(kinematic); }
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//
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void set_mass(float mass) { m_impl->set_mass(mass); }
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void set_inertia(vec3f const& I) { m_impl->set_inertia(I); }
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void set_restitution(float r) { m_impl->set_restitution(r); }
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void set_friction(float f) { m_impl->set_friction(f); }
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void set_linear_damping(float d) { m_impl->set_linear_damping(d); }
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void set_angular_damping(float d) { m_impl->set_angular_damping(d); }
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void set_transform(vec3f const& position, quatf const& rotation) { m_impl->set_transform(position, rotation); }
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void get_transform(vec3f& position, quatf& rotation) const { m_impl->get_transform(position, rotation); }
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void get_transform(mat4x4f& xform) const { m_impl->get_transform(xform); }
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//
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void set_linear_velocity(vec3f const& v) { m_impl->set_linear_velocity(v); }
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void get_linear_velocity(vec3f& v) const { m_impl->get_linear_velocity(v); }
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void set_angular_velocity(vec3f const& v) { m_impl->set_angular_velocity(v); }
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void get_angular_velocity(vec3f& v) const { m_impl->get_angular_velocity(v); }
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//
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void clear_forces() { m_impl->clear_forces(); }
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void apply_central_force(vec3f const& f) { m_impl->apply_central_force(f); }
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void apply_torque(vec3f const& t) { m_impl->apply_torque(t); }
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public:
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virtual ~rigid_body_t() {};
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protected:
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friend class solver_t;
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rigid_body_t(rigid_body_impl_t* impl, collision_shape_t::pointer& shape): m_impl(impl), m_collision_shape(shape)
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{
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}
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rigid_body_impl_t* impl() { return m_impl.get(); }
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// rigid_body_impl_t const* impl() const { return m_impl.get(); }
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private:
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shared_ptr<rigid_body_impl_t> m_impl;
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collision_shape_t::pointer m_collision_shape;
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};
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#endif
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