forked from bartvdbraak/blender
209a2ede2c
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
94 lines
2.3 KiB
C++
94 lines
2.3 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include "DummyPhysicsEnvironment.h"
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#include "PHY_IMotionState.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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DummyPhysicsEnvironment::DummyPhysicsEnvironment()
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{
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// create physicsengine data
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}
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DummyPhysicsEnvironment::~DummyPhysicsEnvironment()
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{
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//destroy physicsengine data
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}
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void DummyPhysicsEnvironment::proceed(double timeStep)
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{
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//step physics simulation, typically perform
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//collision detection
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//solve constraints
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//integrate solution
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}
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void DummyPhysicsEnvironment::setGravity(float x,float y,float z)
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{
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}
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int DummyPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
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float pivotX,float pivotY,float pivotZ,float axisX,float axisY,float axisZ)
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{
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int constraintid = 0;
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return constraintid;
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}
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void DummyPhysicsEnvironment::removeConstraint(int constraintid)
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{
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if (constraintid)
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{
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}
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}
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PHY_IPhysicsController* DummyPhysicsEnvironment::rayTest(void* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
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float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
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{
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//collision detection / raytesting
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return NULL;
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}
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