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
77 lines
1.8 KiB
C++
77 lines
1.8 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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#ifndef PDBIO_H
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#define PDBIO_H
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#include <iostream>
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#include <vector>
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struct pdb_io_t
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{
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enum Type {
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kVector = 1,
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kReal = 2,
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kLong = 3,
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kChar = 4,
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kPointer = 5
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};
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struct vec3_t
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{
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float x;
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float y;
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float z;
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};
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struct attribute_t
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{
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std::string m_name;
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int m_type;
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int m_num_elements;
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//
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std::vector< vec3_t > m_vector_data;
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std::vector< float > m_real_data;
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std::vector< int > m_long_data;
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};
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//data
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float m_time;
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int m_num_particles;
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std::vector< attribute_t > m_attributes;
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//methods
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bool read(std::istream &in);
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bool write(std::ostream &out);
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pdb_io_t():
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m_time(0.0f)
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{}
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};
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#endif
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