1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
|
/*
* $Id$
*
* ***** 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., 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 gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
* \ingroup physdummy
*/
#include <stddef.h>
#include "DummyPhysicsEnvironment.h"
#include "PHY_IMotionState.h"
DummyPhysicsEnvironment::DummyPhysicsEnvironment()
{
// create physicsengine data
}
DummyPhysicsEnvironment::~DummyPhysicsEnvironment()
{
//destroy physicsengine data
}
void DummyPhysicsEnvironment::beginFrame()
{
// beginning of logic frame: apply forces
}
void DummyPhysicsEnvironment::endFrame()
{
// end of logic frame: clear forces
}
bool DummyPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval)
{
//step physics simulation, typically perform
//collision detection
//solve constraints
//integrate solution
// 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)
{
}
int DummyPhysicsEnvironment::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,float axis1Y,float axis1Z,
float axis2X,float axis2Y,float axis2Z,int flag
)
{
int constraintid = 0;
return constraintid;
}
void DummyPhysicsEnvironment::removeConstraint(int constraintid)
{
if (constraintid)
{
}
}
PHY_IPhysicsController* DummyPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
{
//collision detection / raytesting
return NULL;
}
|