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Timestamp:
Nov 30, 2008, 12:36:46 PM (15 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:

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  • code/branches/physics/src/orxonox/objects/worldentities/StaticEntity.cc

    r2298 r2300  
    6060    }
    6161
    62     bool StaticEntity::isCollisionTypeLegal(WorldEntity::CollisionType type)
     62    bool StaticEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const
    6363    {
    6464        if (type == WorldEntity::Static)
     
    7373    void StaticEntity::setWorldTransform(const btTransform& worldTrans)
    7474    {
    75         OrxAssert(false, "Setting world transform of a StaticEntity, which is static!");
     75        OrxAssert(false, "Setting world transform of a StaticEntity, which is CF_STATIC!");
    7676        //COUT(0) << "Setting world transform of a StaticEntity, which is static!" << std::endl;
    7777    }
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