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Ignore:
Timestamp:
Nov 28, 2008, 1:25:16 AM (15 years ago)
Author:
rgrieder
Message:

Finally managed to work out some physics. According to my tests, collisions with simple spheres should work with dynamic/kinematic/static objects. There are currently only a limited number of XML parameters, but we're surely going to extend that. Furthermore there is some more thinking to be done concerning changes of btRigidBody properties when it's already added to the world.

File:
1 edited

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  • code/branches/physics/src/orxonox/objects/worldentities/ControllableEntity.h

    r2201 r2292  
    7979                { return this->hudtemplate_; }
    8080
    81             void setPosition();
    82             void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
    83             void setOrientation(const Quaternion& orientation);
    84             void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
    85             void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
    86             void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
    87             void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
    88             void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
    89             void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
    90 
    9181            void setVelocity(const Vector3& velocity);
    9282            inline void setVelocity(float x, float y, float z)
    93                 { this->velocity_.x = x; this->velocity_.y = y; this->velocity_.z = z; }
     83                { setVelocity(Vector3(x,y,z)); }
    9484
    9585            inline void setAcceleration(const Vector3& acceleration)
     
    137127            void processClientOrientation();
    138128
     129            inline void internalSetVelocity(const Vector3& velocity)
     130                { this->velocity_ = velocity; }
     131            void positionChanged();
     132            void orientationChanged();
     133            void velocityChanged();
     134
    139135            void networkcallback_changedplayerID();
    140136
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