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Ignore:
Timestamp:
Dec 1, 2008, 11:09:43 PM (15 years ago)
Author:
rgrieder
Message:
  • Added support for attaching physical WorldEntities to each other. Currently you can only add static objects to kinematic/dynamic/static other objects. Future plans involve attaching kinematic objects to static/kinematic ones. All other combinations don't make sense at all.
  • Added CollisionShape, SphereCollisionShape and CompoundCollisionShape

Usage for collision shapes (example):

<LinearEntity collisionType="kinematic">

<attached>

<Model position="0,0,0" scale=10 mesh="ast1.mesh" />
<StaticEntity position="0,10,0" collisionType="static"> # Everything else than "static" fails!

<collisionShapes>

<SphereCollisionShape radius=40 position="10,10,-10"/>
<CompoundCollisionShape position="4,4,4"> # You can also make compound shapes directly

<SphereCollisionShape radius=10/>

</CompoundCollisionShape>

</collisionShapes>

</StaticEntity>

</attached>

</LinearEntity>

File:
1 edited

Legend:

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  • code/branches/physics/src/orxonox/objects/Scene.h

    r2292 r2303  
    3737#include "objects/Tickable.h"
    3838
    39 #include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
    40 
    4139namespace orxonox
    4240{
     
    7068                { return this->bShadows_; }
    7169
    72             inline const Vector3& getWorldAabbMax()
    73             {
    74                 this->physicalWorld_->getBroadphase();
    75             }
     70            //inline const Vector3& getWorldAabbMax()
     71            //{
     72            //    this->physicalWorld_->getBroadphase();
     73            //}
    7674
    7775            inline bool hasPhysics()
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