/** * $Id$ * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #include "DummyPhysicsEnvironment.h" #include "PHY_IMotionState.h" #ifdef HAVE_CONFIG_H #include #endif DummyPhysicsEnvironment::DummyPhysicsEnvironment() { // create physicsengine data } DummyPhysicsEnvironment::~DummyPhysicsEnvironment() { //destroy physicsengine data } void DummyPhysicsEnvironment::proceed(double timeStep) { //step physics simulation, typically perform //collision detection //solve constraints //integrate solution } void DummyPhysicsEnvironment::setGravity(float x,float y,float z) { } int DummyPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type, float pivotX,float pivotY,float pivotZ,float axisX,float axisY,float axisZ) { int constraintid = 0; return constraintid; } void DummyPhysicsEnvironment::removeConstraint(int constraintid) { if (constraintid) { } } PHY_IPhysicsController* DummyPhysicsEnvironment::rayTest(void* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ, float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ) { //collision detection / raytesting return NULL; }