blender/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
HG1 984d6c8677 BGE debug API and actuator
This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization.
It also adds a new debug actuator, which allows to control the same functions.

This patch is a updated version of T33701.

Thread on Blenderartists:
http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D635
2014-07-11 16:00:14 -07:00

122 lines
2.8 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 gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
* \ingroup physdummy
*/
#include <stddef.h>
#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;
}
int DummyPhysicsEnvironment::GetDebugMode() const
{
return 0;
}
void DummyPhysicsEnvironment::SetGravity(float x,float y,float z)
{
}
void DummyPhysicsEnvironment::GetGravity(class MT_Vector3& grav)
{
}
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;
}