First MayaPlugin, still need to fix the makefiles and get unique ids for
the Maya nodes. Got rid of boost dependencies. Cleaned up mvl library
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81
Extras/MayaPlugin/bt_plane_shape.h
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81
Extras/MayaPlugin/bt_plane_shape.h
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/*
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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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//bt_plane_shape.h
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#ifndef DYN_BT_PLANE_SHAPE_H
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#define DYN_BT_PLANE_SHAPE_H
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#include "plane_shape_impl.h"
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class bt_plane_shape_t: public bt_collision_shape_t, public plane_shape_impl_t
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{
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public:
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virtual void gl_draw(size_t draw_style) {
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// btStaticPlaneShape *plane_shape = static_cast<btStaticPlaneShape*>(shape());
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glPushMatrix();
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glScalef(100.0, 0.001, 100.0);
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if(draw_style & collision_shape_t::kDSSolid) {
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glutSolidCube(1.0);
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} else {
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glutWireCube(1.0);
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}
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glPopMatrix();
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}
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virtual void set_scale(vec3f const& s) {
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shape()->setLocalScaling(btVector3(s[0], s[1], s[2]));
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}
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virtual void get_scale(vec3f& s) {
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const btVector3& scale = shape()->getLocalScaling();
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s = vec3f(scale.x(), scale.y(), scale.z());
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}
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virtual float volume() { return m_volume; }
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virtual vec3f const& local_inertia() { return m_local_inertia; }
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virtual vec3f const& center() { return m_center; }
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virtual quatf const& rotation() { return m_rotation; }
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protected:
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friend class bt_solver_t;
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bt_plane_shape_t(vec3f const& normal, float d):
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bt_collision_shape_t(),
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m_volume(0),
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m_local_inertia(1, 1, 1),
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m_center(0, 0, 0),
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m_rotation(qidentity<float>())
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{
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set_shape(new btStaticPlaneShape(btVector3(normal[0], normal[1], normal[2]), d));
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// shape()->setMargin(0.1);
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}
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private:
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float m_volume;
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vec3f m_center;
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quatf m_rotation;
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vec3f m_local_inertia;
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};
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#endif
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