/* Bullet Continuous Collision Detection and Physics Library Maya Plugin Copyright (c) 2008 Walt Disney Studios This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Written by: Nicola Candussi */ //collisionShapeNode.h #ifndef DYN_COLLISION_SHAPE_NODE_H #define DYN_COLLISION_SHAPE_NODE_H #include #include #include #include "collision_shape.h" class collisionShapeNode: public MPxNode { public: collisionShapeNode(); virtual ~collisionShapeNode(); virtual bool setInternalValueInContext ( const MPlug & plug, const MDataHandle & dataHandle, MDGContext & ctx); virtual MStatus compute( const MPlug& plug, MDataBlock& data ); static void * creator(); static MStatus initialize(); public: collision_shape_t::pointer collisionShape(); public: //Attributes static MObject ia_shape; static MObject ia_type; static MObject ia_scale; static MObject ca_collisionShape; static MObject ca_collisionShapeParam; static MObject oa_collisionShape; public: static MTypeId typeId; static MString typeName; protected: void computeCollisionShape(const MPlug& plug, MDataBlock& data); void computeCollisionShapeParam(const MPlug& plug, MDataBlock& data); void computeOutputShape(const MPlug& plug, MDataBlock& data); private: collision_shape_t::pointer m_collision_shape; }; #endif