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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/PositionableEntity.h

    r2192 r2292  
    4343            void registerVariables();
    4444
    45             using WorldEntity::setPosition;
    46             using WorldEntity::translate;
    47             using WorldEntity::setOrientation;
    48             using WorldEntity::rotate;
    49             using WorldEntity::yaw;
    50             using WorldEntity::pitch;
    51             using WorldEntity::roll;
    52             using WorldEntity::lookAt;
    53             using WorldEntity::setDirection;
    54 
    55             inline void setPosition(const Vector3& position)
    56                 { this->node_->setPosition(position); }
    57             inline void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
    58                 { this->node_->translate(distance, relativeTo); }
    59             inline void setOrientation(const Quaternion& orientation)
    60                 { this->node_->setOrientation(orientation); }
    61             inline void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
    62                 { this->node_->rotate(rotation, relativeTo); }
    63             inline void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
    64                 { this->node_->yaw(angle, relativeTo); }
    65             inline void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
    66                 { this->node_->pitch(angle, relativeTo); }
    67             inline void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
    68                 { this->node_->roll(angle, relativeTo); }
    69             inline void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
    70                 { this->node_->lookAt(target, relativeTo, localDirectionVector); }
    71             inline void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
    72                 { this->node_->setDirection(direction, relativeTo, localDirectionVector); }
    73 
    7445        private:
    7546            //void attachPhysicalObject(WorldEntity* object);
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