blender/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
Mitchell Stokes 8cee587bcb BGE Cleanup: Physics conversion is now handled by PHY_IPhysicsEnvironment
The current physics conversion code was moved from
KX_ConvertPhysicsObjects to CcdPhysicsEnvironment.
2014-04-23 18:39:33 -07:00

133 lines
4.5 KiB
C++

/*
* ***** 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 DummyPhysicsEnvironment.h
* \ingroup physdummy
*/
#ifndef __DUMMYPHYSICSENVIRONMENT_H__
#define __DUMMYPHYSICSENVIRONMENT_H__
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IMotionState.h"
/**
* DummyPhysicsEnvironment is an empty placeholder
* Alternatives are ODE,Sumo and Dynamo PhysicsEnvironments
* Use DummyPhysicsEnvironment as a base to integrate your own physics engine
* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
*
* A derived class may be able to 'construct' entities by loading and/or converting
*/
class DummyPhysicsEnvironment : public PHY_IPhysicsEnvironment
{
public:
DummyPhysicsEnvironment ();
virtual ~DummyPhysicsEnvironment ();
virtual void BeginFrame();
virtual void EndFrame();
// Perform an integration step of duration 'timeStep'.
virtual bool ProceedDeltaTime(double curTime,float timeStep,float interval);
virtual void SetFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
virtual float GetFixedTimeStep();
virtual void SetGravity(float x,float y,float z);
virtual void GetGravity(class MT_Vector3& grav);
virtual int 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=0,float axis1Y=0,float axis1Z=0,
float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
);
virtual void RemoveConstraint(int constraintid);
//complex constraint for vehicles
virtual PHY_IVehicle* GetVehicleConstraint(int constraintId)
{
return 0;
}
// Character physics wrapper
virtual PHY_ICharacter* GetCharacterController(class KX_GameObject* ob)
{
return 0;
}
virtual PHY_IPhysicsController* RayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
virtual bool CullingTest(PHY_CullingCallback callback, void* userData, class MT_Vector4* planes, int nplanes, int occlusionRes, const int *viewport, double modelview[16], double projection[16]) { return false; }
//gamelogic callbacks
virtual void AddSensor(PHY_IPhysicsController* ctrl) {}
virtual void RemoveSensor(PHY_IPhysicsController* ctrl) {}
virtual void AddTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
{
}
virtual bool RequestCollisionCallback(PHY_IPhysicsController* ctrl) { return false; }
virtual bool RemoveCollisionCallback(PHY_IPhysicsController* ctrl) { return false;}
virtual PHY_IPhysicsController* CreateSphereController(float radius,const class MT_Vector3& position) {return 0;}
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight) { return 0;}
virtual void SetConstraintParam(int constraintId,int param,float value,float value1)
{
}
virtual float GetConstraintParam(int constraintId,int param)
{
return 0.f;
}
virtual void MergeEnvironment(PHY_IPhysicsEnvironment *other_env)
{
// Dummy, nothing to do here
}
virtual void ConvertObject(KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
DerivedMesh* dm,
KX_Scene* kxscene,
PHY_ShapeProps* shapeprops,
PHY_MaterialProps* smmaterial,
PHY_IMotionState *motionstate,
int activeLayerBitInfo,
bool isCompoundChild,
bool hasCompoundChildren)
{
// All we need to do is handle the motionstate (we're supposed to own it)
delete motionstate;
}
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:DummyPhysicsEnvironment")
#endif
};
#endif /* __DUMMYPHYSICSENVIRONMENT_H__ */