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FalconUnityPlugin.cpp
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FalconUnityPlugin.cpp
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/*=========================================================================
Name: FalconUnityPlugin.h
Author: David Borland, The Renaissance Computing Institute (RENCI)
Copyright: The Renaissance Computing Institute (RENCI)
Description: DLL to enable use of the Novint Falcon within the Unity
game engine.
=========================================================================*/
#define EXPORT_API __declspec(dllexport)
#include "Falcon.h"
Falcon* falcon = nullptr;
extern "C" {
bool EXPORT_API Initialize() {
if (falcon) {
// Just in case CleanUp() wasn't called...
delete falcon;
}
falcon = new Falcon();
return falcon->Initialize();
}
void EXPORT_API CleanUp() {
if (falcon) {
delete falcon;
falcon = nullptr;
}
}
void EXPORT_API SetGraphicsWorkspace(Vector3 center, Vector3 size) {
if (falcon) {
falcon->SetGraphicsWorkspace(center, size);
}
}
void EXPORT_API ResetForces() {
if (falcon) {
falcon->ResetForces();
}
}
Vector3 EXPORT_API GetPosition() {
if (falcon) {
return falcon->GetPosition();
}
else {
Vector3 v = { 0.0, 0.0, 0.0 };
return v;
}
}
Vector3 EXPORT_API GetForce() {
if (falcon) {
return falcon->GetForce();
}
else {
Vector3 v = { 0.0, 0.0, 0.0 };
return v;
}
}
bool EXPORT_API GetButton(int button) {
if (falcon) {
return falcon->GetButton(button);
}
else {
return false;
}
}
void EXPORT_API UseForceFeedback(bool use) {
if (falcon) {
falcon->UseForceFeedback(use);
}
}
void EXPORT_API SetProxyPosition(Vector3 p) {
if (falcon) {
falcon->SetProxyPosition(p);
}
}
// Simple forces
int EXPORT_API AddSimpleForce(Vector3 f) {
if (falcon) {
return falcon->AddSimpleForce(f);
}
return -1;
}
void EXPORT_API UpdateSimpleForce(int i, Vector3 f) {
if (falcon) {
falcon->UpdateSimpleForce(i, f);
}
}
void EXPORT_API RemoveSimpleForce(int i) {
if (falcon) {
falcon->RemoveSimpleForce(i);
}
}
void EXPORT_API RemoveSimpleForces() {
if (falcon) {
falcon->RemoveSimpleForces();
}
}
// Viscosities
int EXPORT_API AddViscosity(float c, float w) {
if (falcon) {
return falcon->AddViscosity(c, w);
}
return -1;
}
void EXPORT_API UpdateViscosity(int i, float c, float w) {
if (falcon) {
falcon->UpdateViscosity(i, c, w);
}
}
void EXPORT_API RemoveViscosity(int i) {
if (falcon) {
falcon->RemoveViscosity(i);
}
}
void EXPORT_API RemoveViscosities() {
if (falcon) {
falcon->RemoveViscosities();
}
}
// Surfaces
int EXPORT_API AddSurface(Vector3 p, Vector3 n, float k, float c) {
if (falcon) {
return falcon->AddSurface(p, n, k, c);
}
return -1;
}
void EXPORT_API UpdateSurface(int i, Vector3 p, Vector3 n, float k, float c) {
if (falcon) {
falcon->UpdateSurface(i, p, n, k, c);
}
}
void EXPORT_API RemoveSurface(int i) {
if (falcon) {
falcon->RemoveSurface(i);
}
}
void EXPORT_API RemoveSurfaces() {
if (falcon) {
falcon->RemoveSurfaces();
}
}
// Springs
int EXPORT_API AddSpring(Vector3 p, float k, float c, float r, float m) {
if (falcon) {
return falcon->AddSpring(p, k, c, r, m);
}
return -1;
}
void EXPORT_API UpdateSpring(int i, Vector3 p, float k, float c, float r, float m) {
if (falcon) {
falcon->UpdateSpring(i, p, k, c, r, m);
}
}
void EXPORT_API RemoveSpring(int i) {
if (falcon) {
falcon->RemoveSpring(i);
}
}
void EXPORT_API RemoveSprings() {
if (falcon) {
falcon->RemoveSprings();
}
}
// Intermolecular forces
int EXPORT_API AddIntermolecularForce(Vector3 p, float k, float c, float r, float m) {
if (falcon) {
return falcon->AddIntermolecularForce(p, k, c, r, m);
}
return -1;
}
void EXPORT_API UpdateIntermolecularForce(int i, Vector3 p, float k, float c, float r, float m) {
if (falcon) {
falcon->UpdateIntermolecularForce(i, p, k, c, r, m);
}
}
void EXPORT_API RemoveIntermolecularForce(int i) {
if (falcon) {
falcon->RemoveIntermolecularForce(i);
}
}
void EXPORT_API RemoveIntermolecularForces() {
if (falcon) {
falcon->RemoveIntermolecularForces();
}
}
// Random forces
int EXPORT_API AddRandomForce(float minMag, float maxMag, float minTime, float maxTime) {
if (falcon) {
return falcon->AddRandomForce(minMag, maxMag, minTime, maxTime);
}
return -1;
}
void EXPORT_API UpdateRandomForce(int i, float minMag, float maxMag, float minTime, float maxTime) {
if (falcon) {
falcon->UpdateRandomForce(i, minMag, maxMag, minTime, maxTime);
}
}
void EXPORT_API RemoveRandomForce(int i) {
if (falcon) {
falcon->RemoveRandomForce(i);
}
}
void EXPORT_API RemoveRandomForces() {
if (falcon) {
falcon->RemoveRandomForces();
}
}
}