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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2005-03-25 13:33:39 +0300
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2005-03-25 13:33:39 +0300
commitc844aa265ad4eb50ad0e18661470fa6092052728 (patch)
treec4a778ab1227e4266022fd076e8a0cb709badd13 /source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
parent3dd17cec3bcaa3885e14630e6a71a8486e9b2697 (diff)
Big patches:
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
Diffstat (limited to 'source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp')
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp17
1 files changed, 15 insertions, 2 deletions
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
index d0abd6e3859..a640acd9b3d 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
@@ -58,7 +58,9 @@ void DummyPhysicsEnvironment::endFrame()
// end of logic frame: clear forces
}
-bool DummyPhysicsEnvironment::proceed(double timeStep)
+
+
+bool DummyPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
{
//step physics simulation, typically perform
@@ -68,6 +70,17 @@ bool DummyPhysicsEnvironment::proceed(double timeStep)
// 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)
{
@@ -95,7 +108,7 @@ void DummyPhysicsEnvironment::removeConstraint(int constraintid)
}
}
-PHY_IPhysicsController* DummyPhysicsEnvironment::rayTest(void* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
+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