doom3-bfg/neo/d3xp/physics/Physics.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../Game_local.h"
ABSTRACT_DECLARATION( idClass, idPhysics )
END_CLASS
/*
================
idPhysics::~idPhysics
================
*/
idPhysics::~idPhysics() {
}
/*
================
idPhysics::Save
================
*/
void idPhysics::Save( idSaveGame *savefile ) const {
}
/*
================
idPhysics::Restore
================
*/
void idPhysics::Restore( idRestoreGame *savefile ) {
}
/*
================
idPhysics::SetClipBox
================
*/
void idPhysics::SetClipBox( const idBounds &bounds, float density ) {
SetClipModel( new (TAG_PHYSICS_CLIP) idClipModel( idTraceModel( bounds ) ), density );
}
/*
================
idPhysics::SnapTimeToPhysicsFrame
================
*/
int idPhysics::SnapTimeToPhysicsFrame( int t ) {
return MSEC_ALIGN_TO_FRAME( t );
}