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source: code/branches/physics/src/orxonox/objects/worldentities/SpawnPoint.cc @ 2526

Last change on this file since 2526 was 2300, checked in by rgrieder, 16 years ago

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.
  • Property svn:eol-style set to native
File size: 2.8 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "SpawnPoint.h"
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34#include "objects/gametypes/Gametype.h"
35
36namespace orxonox
37{
38    CreateFactory(SpawnPoint);
39
40    SpawnPoint::SpawnPoint(BaseObject* creator) : StaticEntity(creator)
41    {
42        RegisterObject(SpawnPoint);
43
44        this->template_ = 0;
45
46        if (this->getGametype())
47            this->getGametype()->registerSpawnPoint(this);
48        else
49            COUT(1) << "Error: SpawnPoint has no Gametype" << std::endl;
50
51        this->setObjectMode(0x0);
52    }
53
54    void SpawnPoint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
55    {
56        SUPER(SpawnPoint, XMLPort, xmlelement, mode);
57
58        XMLPortParam(SpawnPoint, "spawnclass", setSpawnClassName, getSpawnClassName, xmlelement, mode);
59        XMLPortParam(SpawnPoint, "pawndesign", setTemplateName, getTemplateName, xmlelement, mode);
60    }
61
62    void SpawnPoint::setSpawnClassName(const std::string& name)
63    {
64        this->spawnclassname_ = name;
65        this->spawnclass_ = ClassByString(name);
66    }
67
68    void SpawnPoint::setTemplateName(const std::string& name)
69    {
70        this->templatename_ = name;
71        this->template_ = Template::getTemplate(name);
72    }
73
74    Pawn* SpawnPoint::spawn()
75    {
76        Pawn* entity = this->spawnclass_.fabricate(this);
77        if (entity)
78        {
79            this->getGametype()->pawnPreSpawn(entity);
80
81            this->spawn(entity);
82
83            if (this->template_)
84                entity->addTemplate(this->template_);
85
86            entity->postSpawn();
87
88            this->getGametype()->pawnPostSpawn(entity);
89
90            this->fireEvent();
91        }
92        return entity;
93    }
94
95    void SpawnPoint::spawn(ControllableEntity* entity)
96    {
97        entity->setPosition(this->getPosition());
98        entity->setOrientation(this->getOrientation());
99    }
100}
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