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
57 lines
2.0 KiB
C++
57 lines
2.0 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library Maya Plugin
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Copyright (c) 2008 Herbert Law
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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: Herbert Law <Herbert.Law@gmail.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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//slider_constraint_impl.h
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#ifndef DYN_SLIDER_CONSTRAINT_IMPL_H
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#define DYN_SLIDER_CONSTRAINT_IMPL_H
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#include "constraint_impl.h"
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class slider_constraint_impl_t: public constraint_impl_t
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{
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public:
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//
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virtual void set_world(vec3f const& p, quatf const& r) = 0;
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virtual void get_world(vec3f& p, quatf& r) const = 0;
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virtual void get_frameA(vec3f& p, quatf& r) const = 0;
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virtual void get_frameB(vec3f& p, quatf& r) const = 0;
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virtual void get_invFrameA(vec3f& p, quatf& r) const = 0;
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virtual void get_invFrameB(vec3f& p, quatf& r) const = 0;
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virtual void worldToA(vec3f& w, vec3f& p) const = 0;
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virtual void worldFromB(vec3f& p, vec3f& w) const = 0;
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//
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virtual void set_damping(float d) = 0;
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virtual float damping() const = 0;
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virtual void set_LinLimit(float lower, float upper) = 0;
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virtual void set_AngLimit(float lower, float upper) = 0;
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public:
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virtual ~slider_constraint_impl_t() {};
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};
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#endif //DYN_SLIDER_CONSTRAINT_IMPL_H
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