mirror of
https://github.com/bulletphysics/bullet3
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d78a46fea2
the Maya nodes. Got rid of boost dependencies. Cleaned up mvl library
50 lines
1.5 KiB
C++
50 lines
1.5 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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//collision_shape_impl.h
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#ifndef DYN_COLLISION_SHAPE_IMPL_H
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#define DYN_COLLISION_SHAPE_IMPL_H
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#include "shared_ptr.h"
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#include "mathUtils.h"
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class collision_shape_impl_t
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{
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public:
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//
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virtual void gl_draw(size_t draw_style) = 0;
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virtual void set_scale(vec3f const& s) = 0;
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virtual void get_scale(vec3f& s) = 0;
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virtual float volume() = 0;
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virtual vec3f const& local_inertia() = 0;
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virtual vec3f const& center() = 0;
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virtual quatf const& rotation() = 0;
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public:
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virtual ~collision_shape_impl_t() {};
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};
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#endif
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