/* * ***** 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, double modelview[16], double 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__ */