/** * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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/BL DUAL LICENSE BLOCK ***** */ #ifndef _DUMMYPHYSICSENVIRONMENT #define _DUMMYPHYSICSENVIRONMENT #include "PHY_IPhysicsEnvironment.h" #ifdef HAVE_CONFIG_H #include #endif /** * 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 (); // Perform an integration step of duration 'timeStep'. virtual void proceed (double timeStep); 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); virtual void removeConstraint(int constraintid); virtual PHY_IPhysicsController* rayTest(void* 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); }; #endif //_DUMMYPHYSICSENVIRONMENT