blender/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp

104 lines
2.5 KiB
C++
Raw Normal View History

2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** 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 <config.h>
#endif
2002-10-12 11:37:38 +00:00
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::proceed(double timeStep)
2002-10-12 11:37:38 +00:00
{
//step physics simulation, typically perform
//collision detection
//solve constraints
//integrate solution
// return true if an update was done.
2002-10-12 11:37:38 +00:00
}
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;
}