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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114
Extras/MayaPlugin/bt_solver.h
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114
Extras/MayaPlugin/bt_solver.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_solver.h
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#ifndef DYN_BT_SOLVER_H
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#define DYN_BT_SOLVER_H
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#include "btBulletCollisionCommon.h"
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#include "btBulletDynamicsCommon.h"
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#include "GIMPACT/Bullet/btGImpactShape.h"
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#include "GIMPACT/Bullet/btGImpactCollisionAlgorithm.h"
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#include "solver_impl.h"
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#include "bt_rigid_body.h"
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#include "bt_sphere_shape.h"
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#include "bt_plane_shape.h"
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#include "bt_box_shape.h"
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#include "bt_convex_hull_shape.h"
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#include "bt_mesh_shape.h"
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class bt_solver_t: public solver_impl_t
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{
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public:
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virtual rigid_body_impl_t* create_rigid_body(collision_shape_impl_t* cs) {
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return new bt_rigid_body_t(cs);
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}
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virtual collision_shape_impl_t* create_sphere_shape(float radius) {
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return new bt_sphere_shape_t(radius);
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}
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virtual collision_shape_impl_t* create_plane_shape(vec3f const& normal, float d) {
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return new bt_plane_shape_t(normal, d);
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}
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virtual collision_shape_impl_t* create_box_shape(vec3f const& halfExtents) {
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return new bt_box_shape_t(halfExtents);
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}
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virtual collision_shape_impl_t* create_convex_hull_shape(vec3f const* vertices, size_t num_vertices,
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vec3f const* normals,
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unsigned int const *indices, size_t num_indices)
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{
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return new bt_convex_hull_shape_t(vertices, num_vertices, normals, indices, num_indices);
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}
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virtual collision_shape_impl_t* create_mesh_shape(vec3f const* vertices, size_t num_vertices,
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vec3f const* normals,
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unsigned int const *indices, size_t num_indices)
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{
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return new bt_mesh_shape_t(vertices, num_vertices, normals, indices, num_indices);
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}
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virtual void add_rigid_body(rigid_body_impl_t* rb)
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{
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bt_rigid_body_t* bt_body = static_cast<bt_rigid_body_t*>(rb);
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m_dynamicsWorld->addRigidBody(bt_body->body());
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}
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virtual void remove_rigid_body(rigid_body_impl_t* rb)
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{
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bt_rigid_body_t* bt_body = static_cast<bt_rigid_body_t*>(rb);
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m_dynamicsWorld->removeRigidBody(bt_body->body());
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}
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virtual void set_gravity(vec3f const& g)
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{
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m_dynamicsWorld->setGravity(btVector3(g[0], g[1], g[2]));
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}
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virtual void set_split_impulse(bool enabled)
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{
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m_dynamicsWorld->getSolverInfo().m_splitImpulse = enabled;
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}
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virtual void step_simulation(float dt)
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{
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m_dynamicsWorld->stepSimulation(dt, 1000, 1.0 / 120.0);
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}
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protected:
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friend class solver_t;
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bt_solver_t();
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private:
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shared_ptr<btBroadphaseInterface> m_broadphase;
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shared_ptr<btConstraintSolver> m_solver;
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shared_ptr<btDefaultCollisionConfiguration> m_collisionConfiguration;
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shared_ptr<btCollisionDispatcher> m_dispatcher;
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shared_ptr<btDiscreteDynamicsWorld> m_dynamicsWorld;
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};
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#endif
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