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Changes between Initial Version and Version 1 of ~archive/PhysicsEngine


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Timestamp:
Oct 1, 2007, 8:36:01 PM (17 years ago)
Author:
bknecht
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  • ~archive/PhysicsEngine

    v1 v1  
     1= PhysicsEngine =
     2{{{
     3#!html
     4<div style="border:1px outset #8c5b00;padding: 0.5em 1em 0.5em 1em;background: #ffe17b;-moz-border-radius:10px"><table style="width:100%"><tr><td align="left">
     5}}}
     6[[Image(icons:archive.png, 50)]]
     7{{{
     8#!html
     9</td><td align="center"><b>This is an archived page!</b><br/>This page is very old and the content is not up to date.<br/>Not everything (if any) which is written here will be in the final game!</td><td align="right">
     10}}}
     11[[Image(icons:archive.png, 50)]]
     12{{{
     13#!html
     14</td></tr></table></div>
     15}}}
     16The PhysicsEngine is the core of orxonox's Physically based animations.
     17It is like all other modules self sustainded, and one can easily add numerous objects to it
     18
     19== extensions ==
     20  * __PhysicsInterface__:
     21     this is a class, that when extended automatically assumes, that a certain object is Physically animatable. This means, one just have to do in the declaration:
     22{{{
     23class CoolAnt : public WorldEntity : public PhysicsInterface
     24 { ..... };
     25}}}
     26    and it is handled by the PhysicsEngine.
     27  * __CollisionDetection__ (still in development)
     28     with this module one can easily make any PhysicsInterface collide with any other PhysicsInterface
     29  * __Fields__:
     30    Fields operate on PhysicsInterface's, and as such are the generating forces that generate Physical Interactions.
     31    They can be coppled with any PhysicsInterface through the PhysicsConnection class
     32{{{
     33Field* field = new Gravity();
     34new PhysicsConnection (coolAnt, field);
     35}}}
     36    again, this is from this moment on handled by the PhysicsEngine, and one does not have to care about this connection anymore.