Constraints reworked - all of them could now work with one or two bodies Modification of constraint frames and initial positions of rigid bodies now allowed at start frame only Plugin version is set to 2.76
101 lines
3.1 KiB
C++
101 lines
3.1 KiB
C++
/*
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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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Modified by Roman Ponomarev <rponom@gmail.com>
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01/22/2010 : Constraints reworked
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*/
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//nailConstraintNode.h
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#ifndef DYN_NAIL_CONSTRAINT_NODE_H
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#define DYN_NAIL_CONSTRAINT_NODE_H
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#include <maya/MString.h>
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#include <maya/MTypeId.h>
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#include <maya/MPxLocatorNode.h>
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#include "solver.h"
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class nailConstraintNode: public MPxLocatorNode
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{
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public:
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nailConstraintNode();
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virtual ~nailConstraintNode();
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virtual bool setInternalValueInContext ( const MPlug & plug,
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const MDataHandle & dataHandle,
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MDGContext & ctx);
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// virtual MStatus setDependentsDirty ( const MPlug & plug, MPlugArray & plugArray);
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virtual MStatus compute( const MPlug& plug, MDataBlock& data );
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virtual void draw( M3dView & view, const MDagPath & path,
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M3dView::DisplayStyle style,
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M3dView::DisplayStatus status );
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virtual bool isBounded() const ;
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virtual MBoundingBox boundingBox() const;
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virtual bool excludeAsLocator() const { return false; }
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virtual bool isTransparent() const { return false; }
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static void * creator();
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static MStatus initialize();
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public:
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nail_constraint_t::pointer constraint();
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void update();
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public:
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//Attributes
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static MObject ia_rigidBodyA;
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static MObject ia_rigidBodyB;
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static MObject ia_damping;
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static MObject ia_pivotInA;
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static MObject ia_pivotInB;
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static MObject ca_constraint;
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static MObject ca_constraintParam;
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public:
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static MTypeId typeId;
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static MString typeName;
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private:
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void computeConstraint(const MPlug& plug, MDataBlock& data);
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void computeConstraintParam(const MPlug& plug, MDataBlock& data);
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void computeWorldMatrix(const MPlug& plug, MDataBlock& data);
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public:
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static void nodeRemoved(MObject& node, void *clientData);
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private:
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nail_constraint_t::pointer m_constraint;
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};
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#endif
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