Files
bullet3/Extras/MayaPlugin/constraint/hingeConstraintNode.h
erwin.coumans d9c4529a26 + bugfix in btAlignedObjectArray, not calling destructors on resize to smaller array.
Thanks Benoit for pointing this out, and bugfix: http://code.google.com/p/bullet/issues/detail?id=218

+ Added point to point, hinge, slider and generic 6dof constraints to Maya Dynamica plugin
Thanks to Herbert Law for the constribution: http://code.google.com/p/bullet/issues/detail?id=221
2009-05-06 19:55:05 +00:00

107 lines
3.3 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library Maya Plugin
Copyright (c) 2008 Herbert Law
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: Herbert Law <Herbert.Law@gmail.com>
*/
//hingeConstraintNode.h
#ifndef DYN_HINGE_CONSTRAINT_NODE_H
#define DYN_HINGE_CONSTRAINT_NODE_H
#include <maya/MString.h>
#include <maya/MTypeId.h>
#include <maya/MPxLocatorNode.h>
#include "solver.h"
class hingeConstraintNode: public MPxLocatorNode
{
public:
hingeConstraintNode();
virtual ~hingeConstraintNode();
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:
hinge_constraint_t::pointer constraint();
public:
//Attributes
static MObject ia_rigidBody;
static MObject ia_damping;
static MObject ia_lowerLimit;
static MObject ia_upperLimit;
static MObject ia_limitSoftness;
static MObject ia_biasFactor;
static MObject ia_relaxationFactor;
static MObject ia_hingeAxis;
static MObject ca_constraint;
static MObject ca_constraintParam;
static MObject ia_enableAngularMotor;
static MObject ia_motorTargetVelocity;
static MObject ia_maxMotorImpulse;
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:
hinge_constraint_t::pointer m_constraint;
};
#endif //DYN_HINGE_CONSTRAINT_NODE_H