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Ignore:
Timestamp:
May 9, 2005, 11:29:19 AM (20 years ago)
Author:
bensch
Message:

orxonox/branches/heightMap: merged the Trunk back into branches/heightMap:
merged with Command
svn merge -r 3918:HEAD trunk branches/heightMap
conflicts resolved in favor of the Trunk

Location:
orxonox/branches/heightMap
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • orxonox/branches/heightMap

    • Property svn:externals
      •  

        old new  
        1 data http://svn.orxonox.ethz.ch/data
         1
  • orxonox/branches/heightMap/src/world_entities/test_gun.cc

    r3888 r4122  
    4949  this->objectComponent1 = new PNode();
    5050  this->animation1 = new Animation3D(this->objectComponent1);
    51   parent->addChild(this->objectComponent1, PNODE_ALL);
     51  this->animation2 = new Animation3D(this);
     52  this->animation3 = new Animation3D(this);
     53  //parent->addChild(this->objectComponent1, PNODE_ALL);
     54  this->addChild(this->objectComponent1, PNODE_ALL);
    5255
    5356  this->animation1->setInfinity(ANIM_INF_CONSTANT);
    54   // ANIM_LINEAR was ANIM_NEG_EXP
     57  this->animation2->setInfinity(ANIM_INF_CONSTANT);
     58  this->animation3->setInfinity(ANIM_INF_CONSTANT);
    5559  if( this->leftRight == W_LEFT)
    5660    {
    5761      this->projectileOffset = Vector(1.0, 0.0, -0.35);
    5862
    59       this->animation1->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR);
    60       this->animation1->addKeyFrame(Vector(-3.0, 0.1, 3.0), Quaternion(), 0.5, ANIM_LINEAR);
    61       this->animation1->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR);
     63      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     64      this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     65      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
     66
     67      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     68      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     69
     70      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     71      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
    6272    }
    6373  else if( this->leftRight == W_RIGHT)
     
    6575      this->projectileOffset = Vector(1.0, 0.0, 0.5);
    6676
    67       this->animation1->addKeyFrame(Vector(-2.6, 0.1, -2.5), Quaternion(), 0.1, ANIM_LINEAR);
    68       this->animation1->addKeyFrame(Vector(-3.0, 0.1, -2.5), Quaternion(), 0.5, ANIM_LINEAR);
    69       this->animation1->addKeyFrame(Vector(-2.6, 0.1, -2.5), Quaternion(), 0.1, ANIM_LINEAR);
     77      this->objectComponent1->setRelCoor(Vector(0,0,0.35));
     78      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     79      this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     80      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
     81
     82      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     83      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     84
     85      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
     86      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
    7087    }
     88
    7189}
    7290
     
    89107*/
    90108void TestGun::activate()
    91 {}
     109{
     110  this->animation2->replay();
     111}
    92112
    93113
     
    100120*/
    101121void TestGun::deactivate()
    102 {}
     122{
     123  this->animation3->replay();
     124}
    103125
    104126
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