mirror of
https://github.com/bulletphysics/bullet3
synced 2025-01-11 01:40:10 +00:00
e459145b91
Constraints reworked - all of them could now work with one or two bodies Modification of constraint frames and initial positions of rigid bodies now allowed at start frame only Plugin version is set to 2.76
70 lines
2.5 KiB
C++
70 lines
2.5 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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Modified by Roman Ponomarev <rponom@gmail.com>
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01/22/2010 : Constraints reworked
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*/
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//bt_solver.cpp
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#include "bt_solver.h"
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#include "../BulletColladaConverter/ColladaConverter.h"
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btVector3 minWorld(-10000,-10000,-10000);
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btVector3 maxWorld(10000,10000,10000);
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int maxNumObj=32768;
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void bt_solver_t::export_collada_file(const char* fileName)
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{
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ColladaConverter tmpConverter(m_dynamicsWorld.get());
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tmpConverter.save(fileName);
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}
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void bt_solver_t::import_collada_file(const char* filename)
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{
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//todo: need to create actual bodies etc
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ColladaConverter tmpConverter(m_dynamicsWorld.get());
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tmpConverter.load(filename);
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}
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bt_solver_t::bt_solver_t():
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// m_broadphase(new btAxisSweep3(minWorld,maxWorld,maxNumObj)),
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m_broadphase(new btDbvtBroadphase()),
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m_solver(new btSequentialImpulseConstraintSolver),
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m_collisionConfiguration(new btDefaultCollisionConfiguration),
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m_dispatcher(new btCollisionDispatcher(m_collisionConfiguration.get())),
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m_dynamicsWorld(new btDiscreteDynamicsWorld(m_dispatcher.get(),
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m_broadphase.get(),
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m_solver.get(),
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m_collisionConfiguration.get()))
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{
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//register algorithm for concave meshes
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btGImpactCollisionAlgorithm::registerAlgorithm(m_dispatcher.get());
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m_dynamicsWorld->setGravity(btVector3(0, -9.81f, 0));
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// m_dynamicsWorld->getSolverInfo().m_splitImpulse = true;
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}
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