Files
bullet3/Extras/MayaPlugin/nailConstraintNode.h
2008-10-20 10:43:18 +00:00

95 lines
2.8 KiB
C++

/*
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 <nicola@fluidinteractive.com>
*/
//nailConstraintNode.h
#ifndef DYN_NAIL_CONSTRAINT_NODE_H
#define DYN_NAIL_CONSTRAINT_NODE_H
#include <maya/MString.h>
#include <maya/MTypeId.h>
#include <maya/MPxLocatorNode.h>
#include "solver.h"
class nailConstraintNode: public MPxLocatorNode
{
public:
nailConstraintNode();
virtual ~nailConstraintNode();
virtual bool setInternalValueInContext ( const MPlug & plug,
const MDataHandle & dataHandle,
MDGContext & ctx);
// virtual MStatus setDependentsDirty ( const MPlug & plug, MPlugArray & plugArray);
virtual MStatus compute( const MPlug& plug, MDataBlock& data );
virtual void draw( M3dView & view, const MDagPath & path,
M3dView::DisplayStyle style,
M3dView::DisplayStatus status );
virtual bool isBounded() const ;
virtual MBoundingBox boundingBox() const;
virtual bool excludeAsLocator() const { return false; }
virtual bool isTransparent() const { return false; }
static void * creator();
static MStatus initialize();
public:
nail_constraint_t::pointer constraint();
public:
//Attributes
static MObject ia_rigidBody;
static MObject ia_damping;
static MObject ca_constraint;
static MObject ca_constraintParam;
public:
static MTypeId typeId;
static MString typeName;
private:
void update();
void computeConstraint(const MPlug& plug, MDataBlock& data);
void computeConstraintParam(const MPlug& plug, MDataBlock& data);
void computeWorldMatrix(const MPlug& plug, MDataBlock& data);
public:
static void nodeRemoved(MObject& node, void *clientData);
private:
nail_constraint_t::pointer m_constraint;
};
#endif