Files
blender/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
Thomas Szepe 9437acb7f3 BGE: Fix memory leak and crash with certain physic types
Fixing crash if the physic type is set sensor or character. Caused by a790e172d0.
Fixing memory leak, if the constraint is deleted with Python API removeConstraint().
Add RemoveConstraint() method to avoid code duplication.
Rename old RemoveConstraint() to RemoveConstraintById() which is more suitable name for this method.
2015-08-16 11:38:25 +02:00

122 lines
2.8 KiB
C++

/*
* ***** 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;
}
int DummyPhysicsEnvironment::GetDebugMode() const
{
return 0;
}
void DummyPhysicsEnvironment::SetGravity(float x,float y,float z)
{
}
void DummyPhysicsEnvironment::GetGravity(class MT_Vector3& grav)
{
}
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::RemoveConstraintById(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;
}