bullet3/Extras/MayaPlugin/rigidBodyArrayNode.h
erwin.coumans 2162f6663d disable help text by default in AllBulletDemos (text slows down many graphics cards)
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
2009-02-06 03:20:43 +00:00

120 lines
3.7 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library Maya Plugin
Copyright (c) 2008 Walt Disney Studios
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising
from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must
not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Written by: Nicola Candussi <nicola@fluidinteractive.com>
*/
//rigidBodyArrayNode.h
#ifndef DYN_RIGID_BODY_ARRAY_NODE_H
#define DYN_RIGID_BODY_ARRAY_NODE_H
#include <maya/MString.h>
#include <maya/MTypeId.h>
#include <maya/MPxLocatorNode.h>
#include <maya/MMatrix.h>
#include <vector>
#include "solver.h"
class rigidBodyArrayNode: public MPxLocatorNode
{
public:
rigidBodyArrayNode();
virtual ~rigidBodyArrayNode();
virtual void postConstructor();
virtual bool setInternalValueInContext ( const MPlug & plug,
const MDataHandle & dataHandle,
MDGContext & ctx);
// virtual MStatus setDependentsDirty ( const MPlug & plug, MPlugArray & plugArray);
virtual MStatus compute( const MPlug& plug, MDataBlock& data );
virtual void draw( M3dView & view, const MDagPath & path,
M3dView::DisplayStyle style,
M3dView::DisplayStatus status );
virtual bool isBounded() const ;
virtual MBoundingBox boundingBox() const;
virtual bool excludeAsLocator() const { return false; }
virtual bool isTransparent() const { return false; }
static void * creator();
static MStatus initialize();
public:
std::vector<rigid_body_t::pointer>& rigid_bodies();
public:
//Attributes
static MObject ia_collisionShape;
static MObject ia_solver;
static MObject ia_numBodies;
//ia_active is obsolete and redundant -> use ia_mass == 0 for (ia_active==false), and ia_mass > 0 for (ia_active == true)
static MObject ia_mass;
static MObject ia_restitution;
static MObject ia_friction;
static MObject ia_linearDamping;
static MObject ia_angularDamping;
static MObject ia_initialPosition;
static MObject ia_initialRotation;
static MObject ia_initialVelocity;
static MObject ia_initialSpin;
static MObject ia_fileIO;
static MObject ia_fioFiles;
static MObject io_position;
static MObject io_rotation;
static MObject ca_rigidBodies;
static MObject ca_rigidBodyParam;
static MObject ca_solver;
public:
static MTypeId typeId;
static MString typeName;
private:
void update();
void computeRigidBodies(const MPlug& plug, MDataBlock& data);
void computeRigidBodyParam(const MPlug& plug, MDataBlock& data);
void computeWorldMatrix(const MPlug& plug, MDataBlock& data);
public:
static void nodeRemoved(MObject& node, void *clientData);
private:
std::vector<rigid_body_t::pointer> m_rigid_bodies;
MMatrix m_worldMatrix;
};
#endif