/** * $Id$ * * ***** 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., 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 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); 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 ); virtual void removeConstraint(int constraintid); //complex constraint for vehicles virtual PHY_IVehicle* getVehicleConstraint(int constraintId) { return 0; } virtual PHY_IPhysicsController* 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); //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 void requestCollisionCallback(PHY_IPhysicsController* ctrl) {} virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl) {} 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) { } }; #endif //_DUMMYPHYSICSENVIRONMENT