blender/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
Erwin Coumans 6f3e593105 more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-15 11:34:55 +00:00

118 lines
2.8 KiB
C++

/**
* $Id$
*
* ***** 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
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)
{
//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;
}
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(PHY_IPhysicsController* 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;
}