blender/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
2010-02-12 13:34:04 +00:00

106 lines
3.8 KiB
C++

/**
* $Id$
*
* ***** 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 *****
*/
#ifndef _DUMMYPHYSICSENVIRONMENT
#define _DUMMYPHYSICSENVIRONMENT
#include "PHY_IPhysicsEnvironment.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 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;
}
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, PHY__Vector4* planes, int nplanes, int occlusionRes) { 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 PHY__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;
}
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:DummyPhysicsEnvironment"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //_DUMMYPHYSICSENVIRONMENT