forked from bartvdbraak/blender
984d6c8677
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
122 lines
2.8 KiB
C++
122 lines
2.8 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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*/
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/** \file gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
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* \ingroup physdummy
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*/
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#include <stddef.h>
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#include "DummyPhysicsEnvironment.h"
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#include "PHY_IMotionState.h"
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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::BeginFrame()
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{
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// beginning of logic frame: apply forces
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}
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void DummyPhysicsEnvironment::EndFrame()
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{
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// end of logic frame: clear forces
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}
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bool DummyPhysicsEnvironment::ProceedDeltaTime(double curTime,float timeStep,float interval)
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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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// return true if an update was done.
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return true;
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}
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void DummyPhysicsEnvironment::SetFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)
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{
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}
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float DummyPhysicsEnvironment::GetFixedTimeStep()
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{
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return 0.f;
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}
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int DummyPhysicsEnvironment::GetDebugMode() const
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{
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return 0;
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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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void DummyPhysicsEnvironment::GetGravity(class MT_Vector3& grav)
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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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float axis1X,float axis1Y,float axis1Z,
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float axis2X,float axis2Y,float axis2Z,int flag
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)
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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(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
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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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