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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Extras/MayaPlugin/bt_sphere_shape.h
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92
Extras/MayaPlugin/bt_sphere_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_sphere_shape.h
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#ifndef DYN_BT_SPHERE_SHAPE_H
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#define DYN_BT_SPHERE_SHAPE_H
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#include <GL/glut.h>
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#include "sphere_shape_impl.h"
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#include "bt_collision_shape.h"
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#include "collision_shape.h"
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class bt_sphere_shape_t: public bt_collision_shape_t, public sphere_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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btSphereShape *sphere_shape = static_cast<btSphereShape*>(shape());
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if(draw_style & collision_shape_t::kDSSolid) {
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glutSolidSphere(sphere_shape->getRadius(), 10, 10);
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} else {
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glutWireSphere(sphere_shape->getRadius(), 10, 10);
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}
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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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update();
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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_sphere_shape_t(float radius):
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bt_collision_shape_t()
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{
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set_shape(new btSphereShape(radius));
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// shape()->setMargin(0.1);
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update();
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}
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void update()
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{
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btSphereShape *sphere_shape = static_cast<btSphereShape*>(shape());
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float radius = sphere_shape->getRadius();
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m_volume = (4.0 * 3.1415926 * radius * radius * radius) / 3.0;
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m_center = vec3f(0, 0, 0);
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m_rotation = qidentity<float>();
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m_local_inertia = vec3f(2.0 / 5.0 * radius * radius,
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2.0 / 5.0 * radius * radius,
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2.0 / 5.0 * radius * radius);
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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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