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
This commit is contained in:
@@ -694,6 +694,26 @@
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Name="Source Files"
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>
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</Filter>
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<File
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RelativePath=".\scripts\AEdCollisionShapeTemplate.mel"
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>
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</File>
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<File
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RelativePath=".\scripts\AEdNailConstraintTemplate.mel"
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>
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</File>
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<File
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RelativePath=".\scripts\AEdRigidBodyArrayTemplate.mel"
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>
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</File>
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<File
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RelativePath=".\scripts\AEdRigidBodyTemplate.mel"
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>
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</File>
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<File
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RelativePath=".\scripts\AEdSolverTemplate.mel"
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>
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</File>
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<File
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RelativePath=".\box_shape.h"
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>
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@@ -834,6 +854,14 @@
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RelativePath=".\dSolverNode.h"
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>
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</File>
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<File
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RelativePath=".\scripts\dynamica.mel"
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>
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</File>
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<File
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RelativePath=".\scripts\dynamicaUI.mel"
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>
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</File>
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<File
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RelativePath=".\mathUtils.h"
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>
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@@ -195,10 +195,10 @@ void initRigidBody(MObject &node)
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MFnTransform fnTransform(fnDagNode.parent(0));
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MPlug plgActive(node, rigidBodyNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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if(active) {
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MPlug plgMass(node, rigidBodyNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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if(mass>0.f) {
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//active rigid body, set the world transform from the initial* attributes
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MObject obj;
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@@ -259,9 +259,11 @@ void initRigidBodyArray(MObject &node)
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MFnTransform fnTransform(fnDagNode.parent(0));
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MPlug plgActive(node, rigidBodyArrayNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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bool active = (mass>0.f);
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if(active) {
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//active rigid body, set the world transform from the initial* attributes
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MObject obj;
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@@ -382,9 +384,10 @@ void dSolverNode::gatherPassiveTransforms(MPlugArray &rbConnections, std::vector
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MFnTransform fnTransform(fnDagNode.parent(0));
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MPlug plgActive(node, rigidBodyNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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MPlug plgMass(node, rigidBodyNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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bool active = (mass>0.f);
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if(!active) {
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MQuaternion mquat;
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fnTransform.getRotation(mquat);
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@@ -404,9 +407,10 @@ void dSolverNode::gatherPassiveTransforms(MPlugArray &rbConnections, std::vector
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return;
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}
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MPlug plgActive(node, rigidBodyArrayNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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bool active = (mass>0.f);
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if(!active) {
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MPlug plgPosition(node, rigidBodyArrayNode::io_position);
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MPlug plgRotation(node, rigidBodyArrayNode::io_rotation);
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@@ -453,9 +457,10 @@ void dSolverNode::updatePassiveRigidBodies(MPlugArray &rbConnections, std::vecto
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continue;
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}
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MPlug plgActive(node, rigidBodyNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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MPlug plgMass(node, rigidBodyNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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bool active = (mass>0.f);
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if(!active) {
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//do linear interpolation for now
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rb->set_transform(xforms[pb].m_x0 + t * (xforms[pb].m_x1 - xforms[pb].m_x0),
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@@ -471,9 +476,10 @@ void dSolverNode::updatePassiveRigidBodies(MPlugArray &rbConnections, std::vecto
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return;
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}
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MPlug plgActive(node, rigidBodyArrayNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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bool active = (mass>0.f);
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if(!active) {
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for(size_t j = 0; j < rbs.size(); ++j) {
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rbs[j]->set_transform(xforms[pb].m_x0 + t * (xforms[pb].m_x1 - xforms[pb].m_x0),
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@@ -503,9 +509,10 @@ void dSolverNode::updateActiveRigidBodies(MPlugArray &rbConnections)
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MFnTransform fnTransform(fnDagNode.parent(0));
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MPlug plgActive(node, rigidBodyNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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MPlug plgMass(node, rigidBodyNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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bool active = (mass>0.f);
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if(active) {
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quatf rot;
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vec3f pos;
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@@ -517,10 +524,10 @@ void dSolverNode::updateActiveRigidBodies(MPlugArray &rbConnections)
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rigidBodyArrayNode *rbNode = static_cast<rigidBodyArrayNode*>(fnDagNode.userNode());
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std::vector<rigid_body_t::pointer>& rbs = rbNode->rigid_bodies();
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MPlug plgActive(node, rigidBodyArrayNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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bool active = (mass>0.f);
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//write the position and rotations
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if(active) {
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MPlug plgPosition(node, rigidBodyArrayNode::io_position);
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@@ -574,9 +581,10 @@ void dSolverNode::applyFields(MPlugArray &rbConnections, float dt)
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rigidBodyNode *rbNode = static_cast<rigidBodyNode*>(fnDagNode.userNode());
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rigid_body_t::pointer rb = rbNode->rigid_body();
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MPlug plgActive(node, rigidBodyNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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MPlug plgMass(node, rigidBodyNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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bool active = (mass>0.f);
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if(active) {
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rigid_bodies.push_back(rb.get());
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}
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@@ -584,9 +592,10 @@ void dSolverNode::applyFields(MPlugArray &rbConnections, float dt)
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rigidBodyArrayNode *rbNode = static_cast<rigidBodyArrayNode*>(fnDagNode.userNode());
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std::vector<rigid_body_t::pointer>& rbs = rbNode->rigid_bodies();
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MPlug plgActive(node, rigidBodyArrayNode::ia_active);
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bool active = false;
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plgActive.getValue(active);
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MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
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float mass = 0.f;
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plgMass.getValue(mass);
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bool active = (mass>0.f);
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if(active) {
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for(size_t j = 0; j < rbs.size(); ++j) {
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rigid_bodies.push_back(rbs[j].get());
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@@ -49,7 +49,7 @@ MString rigidBodyArrayNode::typeName("dRigidBodyArray");
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MObject rigidBodyArrayNode::ia_collisionShape;
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MObject rigidBodyArrayNode::ia_solver;
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MObject rigidBodyArrayNode::ia_numBodies;
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MObject rigidBodyArrayNode::ia_active;
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MObject rigidBodyArrayNode::ia_mass;
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MObject rigidBodyArrayNode::ia_restitution;
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MObject rigidBodyArrayNode::ia_friction;
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@@ -92,12 +92,7 @@ MStatus rigidBodyArrayNode::initialize()
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status = addAttribute(ia_numBodies);
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MCHECKSTATUS(status, "adding numBodies attribute")
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ia_active = fnNumericAttr.create("active", "ac", MFnNumericData::kBoolean, 1, &status);
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MCHECKSTATUS(status, "creating active attribute")
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fnNumericAttr.setKeyable(true);
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status = addAttribute(ia_active);
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MCHECKSTATUS(status, "adding active attribute")
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ia_mass = fnNumericAttr.create("mass", "ma", MFnNumericData::kDouble, 1.0, &status);
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MCHECKSTATUS(status, "creating mass attribute")
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fnNumericAttr.setKeyable(true);
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@@ -74,7 +74,7 @@ public:
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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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static MObject ia_active;
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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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@@ -45,7 +45,6 @@ MString rigidBodyNode::typeName("dRigidBody");
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MObject rigidBodyNode::ia_collisionShape;
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MObject rigidBodyNode::ia_solver;
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MObject rigidBodyNode::ia_active;
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MObject rigidBodyNode::ia_mass;
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MObject rigidBodyNode::ia_restitution;
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MObject rigidBodyNode::ia_friction;
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@@ -77,12 +76,6 @@ MStatus rigidBodyNode::initialize()
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status = addAttribute(ia_solver);
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MCHECKSTATUS(status, "adding solver attribute")
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ia_active = fnNumericAttr.create("active", "ac", MFnNumericData::kBoolean, 1, &status);
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MCHECKSTATUS(status, "creating active attribute")
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fnNumericAttr.setKeyable(true);
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status = addAttribute(ia_active);
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MCHECKSTATUS(status, "adding active attribute")
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ia_mass = fnNumericAttr.create("mass", "ma", MFnNumericData::kDouble, 1.0, &status);
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MCHECKSTATUS(status, "creating mass attribute")
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fnNumericAttr.setKeyable(true);
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@@ -184,8 +177,6 @@ MStatus rigidBodyNode::initialize()
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status = attributeAffects(ia_solver, ca_solver);
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MCHECKSTATUS(status, "adding attributeAffects(ia_solver, ca_solver)")
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// status = attributeAffects(ia_active, ca_rigidBodyParam);
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// MCHECKSTATUS(status, "adding attributeAffects(ia_active, ca_rigidBodyParam)")
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return MS::kSuccess;
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}
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@@ -521,7 +512,6 @@ void rigidBodyNode::computeRigidBodyParam(const MPlug& plug, MDataBlock& data)
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m_rigid_body->set_friction(data.inputValue(ia_friction).asDouble());
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m_rigid_body->set_linear_damping(data.inputValue(ia_linearDamping).asDouble());
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m_rigid_body->set_angular_damping(data.inputValue(ia_angularDamping).asDouble());
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// m_rigid_body->set_kinematic(!data.inputValue(ia_active).asBool());
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data.outputValue(ca_rigidBodyParam).set(true);
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data.setClean(plug);
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@@ -68,7 +68,6 @@ 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_active;
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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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@@ -395,8 +395,15 @@ global proc dynamicaUI_STsubstepsChanged()
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}
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proc dynamicaUI_createRigidBody(int $active, int $collisionShapeType)
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proc dynamicaUI_createRigidBody(int $activebody, int $collisionShapeType)
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{
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float $mass = 1;
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if($activebody == false)
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{
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$mass = 0;
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}
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string $selection[] = `ls -selection -dag -leaf -showType -type "geometry"`;
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//create dSolver node if necessary
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@@ -419,7 +426,7 @@ proc dynamicaUI_createRigidBody(int $active, int $collisionShapeType)
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connectAttr ($selection[$i * 2] + ".message") ($collisionShapeNode + ".inShape");
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hide $shapeTransforms[0];
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}
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setAttr ($rigidBodyNode + ".active" ) $active;
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setAttr ($rigidBodyNode + ".mass" ) $mass;
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setAttr ($collisionShapeNode + ".type" ) $collisionShapeType;
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float $pos[]= `getAttr ($shapeTransforms[0] + ".translate")`;
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@@ -439,7 +446,7 @@ proc dynamicaUI_createRigidBody(int $active, int $collisionShapeType)
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connectAttr ($collisionShapeNode + ".outCollisionShape") ($rigidBodyNode + ".inCollisionShape");
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string $rigidBodyTransforms[] = `listRelatives -parent $rigidBodyNode`;
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setAttr ($rigidBodyNode + ".active" ) $active;
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setAttr ($rigidBodyNode + ".mass" ) $mass;
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setAttr ($collisionShapeNode + ".type" ) $collisionShapeType;
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$newBodies[0] = $rigidBodyTransforms[0];
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}
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@@ -562,8 +569,15 @@ global proc dynamicaUI_createPassiveMeshRB()
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dynamicaUI_createRigidBody(false, 1);
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}
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proc dynamicaUI_createRigidBodyArray(int $active, int $collisionShapeType)
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proc dynamicaUI_createRigidBodyArray(int $activebody, int $collisionShapeType)
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{
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float $mass = 1;
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if ($activebody == false)
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{
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$mass = 0;
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}
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global int $dynamicaUI_createArrayUI_size[];
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global float $dynamicaUI_createArrayUI_offset[];
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@@ -586,7 +600,7 @@ proc dynamicaUI_createRigidBodyArray(int $active, int $collisionShapeType)
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}
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}
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setAttr ($rigidBodyArrayNode + ".active" ) $active;
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setAttr ($rigidBodyArrayNode + ".mass" ) $mass;
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setAttr ($collisionShapeNode + ".type" ) $collisionShapeType;
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select -r $rigidBodyTransforms[0];
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