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Timestamp:
Nov 30, 2008, 12:36:46 PM (17 years ago)
Author:
rgrieder
Message:

Still getting physics and its implications straight:

  • Removed PositionableEntity —> StaticEntity is now the way to go. They cannot be translated in any way during physics simulation. The trick will be to remove them and add them again to Bullet. This however is not yet implemented.
  • Forgot a few consts in WorldEntity
  • Fixed a bug with infinite masses
  • WE throws exception if you try to apply physics when the SceneNode is not in the root space of the Scene.
  • Moved velocity_ to MovableEntity
  • Outside world reference of WE/ME are now always the non-physical values. getPosition() will always return node_→getPosition() and when setting it, both RigidBody and SceneNode are translated. This accounts for velocity, orientation and position.
File:
1 edited

Legend:

Unmodified
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  • code/branches/physics/src/orxonox/objects/worldentities/LinearEntity.h

    r2292 r2300  
    4848            void registerVariables();
    4949
    50             inline void setVelocity(const Vector3& velocity);
    51             inline void setVelocity(float x, float y, float z)
    52                 { this->velocity_.x = x; this->velocity_.y = y; this->velocity_.z = z; }
    53             inline const Vector3& getVelocity() const
    54                 { return this->velocity_; }
    55 
    5650            inline void setAcceleration(const Vector3& acceleration)
    5751                { this->acceleration_ = acceleration; }
     
    9286            void positionChanged();
    9387            void orientationChanged();
    94             inline void internalSetVelocity(const Vector3& velocity)
    95                 { this->velocity_ = velocity; }
    9688
    97             Vector3 velocity_;
    9889            Vector3 acceleration_;
    9990            Vector3 rotationAxis_;
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