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Diffstat (limited to '')
-rw-r--r-- | libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionDispatch/EmptyAlgorithm.cs | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionDispatch/EmptyAlgorithm.cs b/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionDispatch/EmptyAlgorithm.cs new file mode 100644 index 0000000..13cb3d9 --- /dev/null +++ b/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionDispatch/EmptyAlgorithm.cs | |||
@@ -0,0 +1,52 @@ | |||
1 | /* | ||
2 | Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru | ||
3 | Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com | ||
4 | |||
5 | This software is provided 'as-is', without any express or implied | ||
6 | warranty. In no event will the authors be held liable for any damages | ||
7 | arising from the use of this software. | ||
8 | |||
9 | Permission is granted to anyone to use this software for any purpose, | ||
10 | including commercial applications, and to alter it and redistribute it | ||
11 | freely, subject to the following restrictions: | ||
12 | |||
13 | 1. The origin of this software must not be misrepresented; you must not | ||
14 | claim that you wrote the original software. If you use this software | ||
15 | in a product, an acknowledgment in the product documentation would be | ||
16 | appreciated but is not required. | ||
17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
18 | misrepresented as being the original software. | ||
19 | 3. This notice may not be removed or altered from any source distribution. | ||
20 | */ | ||
21 | |||
22 | using System; | ||
23 | using System.Collections.Generic; | ||
24 | using System.Text; | ||
25 | |||
26 | namespace XnaDevRu.BulletX | ||
27 | { | ||
28 | /// <summary> | ||
29 | /// EmptyAlgorithm is a stub for unsupported collision pairs. | ||
30 | /// The dispatcher can dispatch a persistent btEmptyAlgorithm to avoid a search every frame. | ||
31 | /// </summary> | ||
32 | public class EmptyAlgorithm : CollisionAlgorithm | ||
33 | { | ||
34 | public EmptyAlgorithm(CollisionAlgorithmConstructionInfo collisionAlgorithmConstructionInfo) | ||
35 | : base(collisionAlgorithmConstructionInfo) { } | ||
36 | |||
37 | public override void ProcessCollision(CollisionObject bodyA, CollisionObject bodyB, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { } | ||
38 | |||
39 | public override float CalculateTimeOfImpact(CollisionObject bodyA, CollisionObject bodyB, DispatcherInfo dispatchInfo, ManifoldResult resultOut) | ||
40 | { | ||
41 | return 1f; | ||
42 | } | ||
43 | |||
44 | public class CreateFunc : CollisionAlgorithmCreateFunction | ||
45 | { | ||
46 | public override CollisionAlgorithm CreateCollisionAlgorithm(CollisionAlgorithmConstructionInfo collisionAlgorithmConstructionInfo, CollisionObject bodyA, CollisionObject bodyB) | ||
47 | { | ||
48 | return new EmptyAlgorithm(collisionAlgorithmConstructionInfo); | ||
49 | } | ||
50 | }; | ||
51 | } | ||
52 | } | ||