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Diffstat (limited to 'source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h')
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h134
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diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
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--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
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-/*
- * ***** 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 DummyPhysicsEnvironment.h
- * \ingroup physdummy
- */
-
-#ifndef __DUMMYPHYSICSENVIRONMENT_H__
-#define __DUMMYPHYSICSENVIRONMENT_H__
-
-#include "PHY_IPhysicsEnvironment.h"
-#include "PHY_IMotionState.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 int GetDebugMode() const;
-
- virtual void SetGravity(float x,float y,float z);
- virtual void GetGravity(class MT_Vector3& grav);
-
- 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 RemoveConstraintById(int constraintid);
-
- //complex constraint for vehicles
- virtual PHY_IVehicle* GetVehicleConstraint(int constraintId)
- {
- return 0;
- }
-
- // Character physics wrapper
- virtual PHY_ICharacter* GetCharacterController(class KX_GameObject* ob)
- {
- 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, class MT_Vector4* planes, int nplanes, int occlusionRes, const int *viewport, float modelview[16], float projection[16]) { 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 class MT_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;
- }
-
- virtual void MergeEnvironment(PHY_IPhysicsEnvironment *other_env)
- {
- // Dummy, nothing to do here
- }
-
- virtual void ConvertObject(KX_GameObject* gameobj,
- RAS_MeshObject* meshobj,
- DerivedMesh* dm,
- KX_Scene* kxscene,
- PHY_ShapeProps* shapeprops,
- PHY_MaterialProps* smmaterial,
- PHY_IMotionState *motionstate,
- int activeLayerBitInfo,
- bool isCompoundChild,
- bool hasCompoundChildren)
- {
- // All we need to do is handle the motionstate (we're supposed to own it)
- delete motionstate;
- }
-
-#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:DummyPhysicsEnvironment")
-#endif
-};
-
-#endif /* __DUMMYPHYSICSENVIRONMENT_H__ */