mirror of
https://github.com/bulletphysics/bullet3
synced 2025-01-11 01:40:10 +00:00
2162f6663d
improve CollisionDemo.cpp, show multi-contact generation using perturbation improve ColladaConverter: add hinge/point 2 point constraint conversion support, add btScaledTriangleMeshShape support Fix Dynamica MayaPlygin: remove 'active' flag, it has to be replaced by mass=0 for active, mass<>0 for passive Added missing projectfiles Fixed single-shot contact generation. it is disabled by default to improve performance Bugfixes for character controller, thanks to John McCutchan for reporting Constraint solver: better default settings btDefaultAllocator: aligned allocator uses non-aligned allocator (instead of directly malloc/free) disable memalign by default, use Bullet's aligned allocator
120 lines
3.7 KiB
C++
120 lines
3.7 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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//rigidBodyArrayNode.h
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#ifndef DYN_RIGID_BODY_ARRAY_NODE_H
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#define DYN_RIGID_BODY_ARRAY_NODE_H
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#include <maya/MString.h>
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#include <maya/MTypeId.h>
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#include <maya/MPxLocatorNode.h>
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#include <maya/MMatrix.h>
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#include <vector>
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#include "solver.h"
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class rigidBodyArrayNode: public MPxLocatorNode
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{
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public:
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rigidBodyArrayNode();
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virtual ~rigidBodyArrayNode();
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virtual void postConstructor();
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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 setDependentsDirty ( const MPlug & plug, MPlugArray & plugArray);
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virtual MStatus compute( const MPlug& plug, MDataBlock& data );
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virtual void draw( M3dView & view, const MDagPath & path,
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M3dView::DisplayStyle style,
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M3dView::DisplayStatus status );
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virtual bool isBounded() const ;
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virtual MBoundingBox boundingBox() const;
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virtual bool excludeAsLocator() const { return false; }
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virtual bool isTransparent() const { return false; }
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static void * creator();
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static MStatus initialize();
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public:
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std::vector<rigid_body_t::pointer>& rigid_bodies();
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public:
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//Attributes
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static MObject ia_collisionShape;
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static MObject ia_solver;
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static MObject ia_numBodies;
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//ia_active is obsolete and redundant -> use ia_mass == 0 for (ia_active==false), and ia_mass > 0 for (ia_active == true)
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static MObject ia_mass;
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static MObject ia_restitution;
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static MObject ia_friction;
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static MObject ia_linearDamping;
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static MObject ia_angularDamping;
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static MObject ia_initialPosition;
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static MObject ia_initialRotation;
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static MObject ia_initialVelocity;
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static MObject ia_initialSpin;
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static MObject ia_fileIO;
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static MObject ia_fioFiles;
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static MObject io_position;
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static MObject io_rotation;
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static MObject ca_rigidBodies;
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static MObject ca_rigidBodyParam;
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static MObject ca_solver;
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public:
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static MTypeId typeId;
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static MString typeName;
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private:
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void update();
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void computeRigidBodies(const MPlug& plug, MDataBlock& data);
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void computeRigidBodyParam(const MPlug& plug, MDataBlock& data);
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void computeWorldMatrix(const MPlug& plug, MDataBlock& data);
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public:
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static void nodeRemoved(MObject& node, void *clientData);
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private:
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std::vector<rigid_body_t::pointer> m_rigid_bodies;
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MMatrix m_worldMatrix;
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};
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#endif
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