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/solver.h
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88
Extras/MayaPlugin/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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//solver.h
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//basic class for all solvers
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#ifndef DYN_SOLVER_H
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#define DYN_SOLVER_H
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#include <set>
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#include "mathUtils.h"
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#include "shared_ptr.h"
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#include "rigid_body.h"
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#include "sphere_shape.h"
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#include "plane_shape.h"
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#include "box_shape.h"
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#include "convex_hull_shape.h"
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#include "mesh_shape.h"
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#include "solver_impl.h"
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class solver_t
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{
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public:
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static void initialize();
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static void cleanup();
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//creation methods
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static sphere_shape_t::pointer create_sphere_shape(float radius = 1.0);
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static plane_shape_t::pointer create_plane_shape(vec3f const& normal = vec3f(0, 1, 0), float d = 0);
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static box_shape_t::pointer create_box_shape(vec3f const& halfExtents = vec3f(0.5f, 0.5f, 0.5f));
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static convex_hull_shape_t::pointer 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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static mesh_shape_t::pointer 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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static rigid_body_t::pointer create_rigid_body(collision_shape_t::pointer& cs);
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//add/remove from world
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static void add_rigid_body(rigid_body_t::pointer& rb);
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static void remove_rigid_body(rigid_body_t::pointer& rb);
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static void remove_all_rigid_bodies();
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//
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static void set_gravity(vec3f const& g);
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//
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static void set_split_impulse(bool enabled);
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//
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static void step_simulation(float dt);
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private:
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static shared_ptr<solver_impl_t> m_impl;
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static std::set<rigid_body_t::pointer> m_rigid_bodies;
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};
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#endif
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