/* * $Id$ * * ***** BEGIN GPL 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK ***** */ /** \file gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp * \ingroup physdummy */ #include #include "DummyPhysicsEnvironment.h" #include "PHY_IMotionState.h" DummyPhysicsEnvironment::DummyPhysicsEnvironment() { // create physicsengine data } DummyPhysicsEnvironment::~DummyPhysicsEnvironment() { //destroy physicsengine data } void DummyPhysicsEnvironment::beginFrame() { // beginning of logic frame: apply forces } void DummyPhysicsEnvironment::endFrame() { // end of logic frame: clear forces } bool DummyPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval) { //step physics simulation, typically perform //collision detection //solve constraints //integrate solution // return true if an update was done. return true; } void DummyPhysicsEnvironment::setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep) { } float DummyPhysicsEnvironment::getFixedTimeStep() { return 0.f; } 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, float axis1X,float axis1Y,float axis1Z, float axis2X,float axis2Y,float axis2Z,int flag ) { int constraintid = 0; return constraintid; } void DummyPhysicsEnvironment::removeConstraint(int constraintid) { if (constraintid) { } } PHY_IPhysicsController* DummyPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ) { //collision detection / raytesting return NULL; }