Fixes in Dynamica that let's Maya Plugin playback the simulation using Maya 2009 (used to only work with previous version).

Thanks to Lawrence Chai from Disney Animation for the contribution.
This commit is contained in:
erwin.coumans
2009-01-07 23:38:27 +00:00
parent 1991bf3013
commit 48526b720c
4 changed files with 39 additions and 12 deletions

View File

@@ -61,12 +61,11 @@ MObject rigidBodyArrayNode::ia_initialVelocity;
MObject rigidBodyArrayNode::ia_initialSpin;
MObject rigidBodyArrayNode::ia_fileIO;
MObject rigidBodyArrayNode::ia_fioFiles;
MObject rigidBodyArrayNode::ia_fioPositionAttribute;
MObject rigidBodyArrayNode::ia_fioRotationAttribute;
MObject rigidBodyArrayNode::io_position;
MObject rigidBodyArrayNode::io_rotation;
MObject rigidBodyArrayNode::ca_rigidBodies;
MObject rigidBodyArrayNode::ca_rigidBodyParam;
MObject rigidBodyArrayNode::ca_solver;
MStatus rigidBodyArrayNode::initialize()
{
@@ -196,6 +195,15 @@ MStatus rigidBodyArrayNode::initialize()
status = addAttribute(ca_rigidBodyParam);
MCHECKSTATUS(status, "adding ca_rigidBodyParam attribute")
ca_solver = fnNumericAttr.create("ca_solver", "caso", MFnNumericData::kBoolean, 0, &status);
MCHECKSTATUS(status, "creating ca_solver attribute")
fnNumericAttr.setConnectable(false);
fnNumericAttr.setHidden(true);
fnNumericAttr.setStorable(false);
fnNumericAttr.setKeyable(false);
status = addAttribute(ca_solver);
MCHECKSTATUS(status, "adding ca_solver attribute")
status = attributeAffects(ia_numBodies, ca_rigidBodies);
MCHECKSTATUS(status, "adding attributeAffects(ia_numBodies, ca_rigidBodies)")
@@ -223,6 +231,9 @@ MStatus rigidBodyArrayNode::initialize()
status = attributeAffects(ia_angularDamping, ca_rigidBodyParam);
MCHECKSTATUS(status, "adding attributeAffects(ia_angularDamping, ca_rigidBodyParam)")
status = attributeAffects(ia_solver, ca_solver);
MCHECKSTATUS(status, "adding attributeAffects(ia_solver, ca_solver)")
return MS::kSuccess;
}
@@ -282,6 +293,8 @@ MStatus rigidBodyArrayNode::compute(const MPlug& plug, MDataBlock& data)
computeRigidBodies(plug, data);
} else if(plug == ca_rigidBodyParam) {
computeRigidBodyParam(plug, data);
} else if(plug == ca_solver) {
data.inputValue(ia_solver).asBool();
} else if(plug.isElement()) {
if(plug.array() == worldMatrix) {
computeWorldMatrix(plug, data);
@@ -316,7 +329,7 @@ void rigidBodyArrayNode::draw( M3dView & view, const MDagPath &path,
if(style == M3dView::kFlatShaded ||
style == M3dView::kGouraudShaded) {
glEnable(GL_LIGHTING);
float material[] = { 0.4f, 0.3f, 1.0f, 1.0f };
float material[] = { 0.4, 0.3, 1.0, 1.0 };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, material);
for(size_t i = 0; i < m_rigid_bodies.size(); ++i) {
glPushMatrix();
@@ -433,15 +446,15 @@ void rigidBodyArrayNode::computeRigidBodyParam(const MPlug& plug, MDataBlock& da
MPlug(thisObject, ca_rigidBodies).getValue(update);
float mass = data.inputValue(ia_mass).asFloat();
double mass = data.inputValue(ia_mass).asDouble();
vec3f inertia;
if(!m_rigid_bodies.empty()) {
inertia = mass * m_rigid_bodies[0]->collision_shape()->local_inertia();
}
float restitution = data.inputValue(ia_restitution).asFloat();
float friction = data.inputValue(ia_friction).asFloat();
float linearDamping = data.inputValue(ia_linearDamping).asFloat();
float angularDamping = data.inputValue(ia_angularDamping).asFloat();
double restitution = data.inputValue(ia_restitution).asDouble();
double friction = data.inputValue(ia_friction).asDouble();
double linearDamping = data.inputValue(ia_linearDamping).asDouble();
double angularDamping = data.inputValue(ia_angularDamping).asDouble();
for(size_t i = 0; i < m_rigid_bodies.size(); ++i) {
m_rigid_bodies[i]->set_mass(mass);
@@ -527,6 +540,6 @@ void rigidBodyArrayNode::update()
MObject update;
MPlug(thisObject, ca_rigidBodies).getValue(update);
MPlug(thisObject, ca_rigidBodyParam).getValue(update);
MPlug(thisObject, ia_solver).getValue(update);
MPlug(thisObject, ca_solver).getValue(update);
MPlug(thisObject, worldMatrix).elementByLogicalIndex(0).getValue(update);
}