text: //-----------------------------------------------------------------------------
  // Copyright 2009 (C) LogicKing.com, Inc.
  //-----------------------------------------------------------------------------
  
  #include "T3D/logickingMechanics/physics/physShapeDummy.h"
  #include "T3D/logickingMechanics/physics/physicsDummy.h"
  
  #define DENSITY 5.f
  
  PhysShapeDummy::PhysShapeDummy(Physics* phys, const PhysInfo& physDescr):PhysShape(physDescr)
  {
  	mObjToWorld.identity();
  	m_enabled = true;
  }
  
  PhysShapeDummy::PhysShapeDummy(Physics* phys,const void* vBuffer,int vNum,int vStride, 
  									const void* iBuffer, int iNum, int triStride)
  {
  }
  
  
  PhysShapeDummy::~PhysShapeDummy()
  {
  }
  
  void PhysShapeDummy::setPhysicTransform(const MatrixF& tr)
  {
  	mObjToWorld = tr;
  }
  
  void PhysShapeDummy::getPhysicTransform(MatrixF & tr)
  {
  	tr = mObjToWorld;
  }
  
  VectorF PhysShapeDummy::getLinVelocity()
  {
  	return VectorF::Zero;
  }
  
  void PhysShapeDummy::setLinVelocity(const VectorF& vel)
  {
  }
  
  VectorF PhysShapeDummy::getAngVelocity()
  {
  	return VectorF::Zero;
  }
  
  void PhysShapeDummy::setAngVelocity(const VectorF& vel)
  {
  }
  
  void PhysShapeDummy::addForce(const VectorF& force)
  {
  }
  void PhysShapeDummy::addForce(const VectorF& force, const Point3F& pos)
  {
  }
  
  void PhysShapeDummy::reset()
  {
  }
  
  
  void PhysShapeDummy::setForce(const VectorF& force)
  {
  }
  
  VectorF  PhysShapeDummy::getForce()
  {
  	return 	VectorF::Zero;
  }
  void  PhysShapeDummy::setTorque(const VectorF& torque)
  {
  }
  VectorF  PhysShapeDummy::getTorque()
  {
  	return 	VectorF::Zero;
  }
  
  void PhysShapeDummy::setEnable(bool isEnabled)
  {
  	m_enabled = isEnabled;
  }
  
  bool PhysShapeDummy::isEnabled()
  {
  	return m_enabled;
  }
  
  
  
  //-------------------------------------------------------------------------------------
  PhysShapeSoftDummy::PhysShapeSoftDummy(Physics* phys, const PhysSoftInfo& physDescr):PhysShapeSoft(physDescr)
  {
  	mObjToWorld.identity();
  	m_enabled = true;
  }
  
  
  PhysShapeSoftDummy::~PhysShapeSoftDummy()
  {
  }
  
  void PhysShapeSoftDummy::setPhysicTransform(const MatrixF& tr)
  {
  	mObjToWorld = tr;
  }
  
  void PhysShapeSoftDummy::getPhysicTransform(MatrixF & tr)
  {
  	tr = mObjToWorld;
  }
  
  VectorF PhysShapeSoftDummy::getLinVelocity()
  {
  	return VectorF::Zero;
  }
  
  void PhysShapeSoftDummy::setLinVelocity(const VectorF& vel)
  {
  }
  
  VectorF PhysShapeSoftDummy::getAngVelocity()
  {
  	return VectorF::Zero;
  }
  
  void PhysShapeSoftDummy::setAngVelocity(const VectorF& vel)
  {
  }
  
  void PhysShapeSoftDummy::addForce(const VectorF& force)
  {
  }
  void PhysShapeSoftDummy::addForce(const VectorF& force, const Point3F& pos)
  {
  }
  
  void PhysShapeSoftDummy::reset()
  {
  }
  
  
  void PhysShapeSoftDummy::setForce(const VectorF& force)
  {
  }
  
  VectorF  PhysShapeSoftDummy::getForce()
  {
  	return 	VectorF::Zero;
  }
  void  PhysShapeSoftDummy::setTorque(const VectorF& torque)
  {
  }
  VectorF  PhysShapeSoftDummy::getTorque()
  {
  	return 	VectorF::Zero;
  }
  
  void PhysShapeSoftDummy::setEnable(bool isEnabled)
  {
  	m_enabled = isEnabled;
  }
  
  bool PhysShapeSoftDummy::isEnabled()
  {
  	return m_enabled;
  }
  Point3F PhysShapeSoftDummy::getCOM()
  {
  	return mObjToWorld.getPosition();
  }