60 lines
2.3 KiB
C#
60 lines
2.3 KiB
C#
/*
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Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru
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Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using MonoXnaCompactMaths;
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namespace XnaDevRu.BulletX.Dynamics
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{
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public abstract class DynamicsWorld : CollisionWorld
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{
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public DynamicsWorld(IDispatcher dispatcher, OverlappingPairCache pairCache)
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: base(dispatcher, pairCache) { }
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//once a rigidbody is added to the dynamics world, it will get this gravity assigned
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//existing rigidbodies in the world get gravity assigned too, during this method
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public abstract Vector3 Gravity { set; }
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public abstract IConstraintSolver ConstraintSolver { set; }
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public virtual int ConstraintsCount { get { return 0; } }
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public abstract IDebugDraw DebugDrawer { get; set; }
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//stepSimulation proceeds the simulation over timeStep units
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public abstract void StepSimulation(float timeStep, int numSubsteps, float fixedTimeStep);
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public void StepSimulation(float timeStep)
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{
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StepSimulation(timeStep, 1, 1f / 60f);
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}
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public abstract void UpdateAabbs();
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public virtual void AddConstraint(TypedConstraint constraint) { }
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public virtual void RemoveConstraint(TypedConstraint constraint) { }
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public abstract void AddRigidBody(RigidBody body);
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public abstract void RemoveRigidBody(RigidBody body);
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public virtual TypedConstraint GetConstraint(int index) { return null; }
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}
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}
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