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source: downloads/ReferenceApplication/ReferenceAppLayer/src/OgreRefAppBall.cpp @ 5

Last change on this file since 5 was 5, checked in by anonymous, 17 years ago

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1/*
2-----------------------------------------------------------------------------
3This source file is part of the OGRE Reference Application, a layer built
4on top of OGRE(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#include "OgreRefAppBall.h"
30#include "OgreRefAppWorld.h"
31
32namespace OgreRefApp
33{
34
35    //-------------------------------------------------------------------------
36    Ball::Ball(const String& name, Real radius) : ApplicationObject(name)
37    {
38        mRadius = radius;
39        setUp(name);
40    }
41    //-------------------------------------------------------------------------
42    Ball::~Ball()
43    {
44
45    }
46    //-------------------------------------------------------------------------
47    void Ball::setUp(const String& name)
48    {
49        // Create visual presence
50        SceneManager* sm = World::getSingleton().getSceneManager();
51        mEntity = sm->createEntity(name, "sphere.mesh");
52        mSceneNode = sm->getRootSceneNode()->createChildSceneNode(name);
53        // Scale down, default size is 100
54        Real scale = mRadius / 100.0f;
55        mSceneNode->scale(scale, scale, scale);
56
57        mSceneNode->attachObject(mEntity);
58        // Add reverse reference
59        mEntity->setUserObject(this);
60
61        // Create mass body
62        mOdeBody = new dBody(World::getSingleton().getOdeWorld()->id());
63        // Set reverse reference
64        mOdeBody->setData(this);
65        // Set mass
66        setMassSphere(0.1, mRadius); // TODO change to more realistic values
67
68        this->setBounceParameters(0.7, 0.1);
69        this->setSoftness(0.0f);
70        this->setFriction(Math::POS_INFINITY);
71
72        // Create collision proxy
73        dSphere* odeSphere = new dSphere(0, mRadius);
74        mCollisionProxies.push_back(odeSphere);
75        updateCollisionProxies();
76
77
78    }
79
80
81}
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