Changeset 10791 for code/branches/fabienHS15/src/orxonox/worldentities
- Timestamp:
- Nov 9, 2015, 5:55:42 PM (9 years ago)
- Location:
- code/branches/fabienHS15/src/orxonox/worldentities
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/fabienHS15/src/orxonox/worldentities/MobileEntity.h
r10437 r10791 47 47 linear velocity. Then the linear velocity is multiplied by the time since the last call of tick and then added to the position. The same happens with 48 48 the angular acceleration and velocity. With this procedure MobileEntities can change their position and orientation with time. 49 50 A MobileEntity can only have the collisition type WorldEntity::None, WorldEntity::Dynamic or WorldEntity::Kinematic. The collsion type WorldEntity::Static is illegal. 49 51 */ 50 52 -
code/branches/fabienHS15/src/orxonox/worldentities/StaticEntity.h
r10437 r10791 44 44 it is called StaticEntity. It will keep the same position (always with respect to its parent) forever unless you call the 45 45 function @see setPosition to changee it. 46 47 A StaticEntity can only have the collisition type WorldEntity::None or WorldEntity::Static. The collsion types WorldEntity::Dynamic and WorldEntity::Kinematic are illegal. 46 48 */ 47 49 -
code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.cc
r10746 r10791 46 46 #include "weaponsystem/WeaponPack.h" 47 47 #include "weaponsystem/WeaponSet.h" 48 #include "weaponsystem/Munition.h" 48 49 #include "sound/WorldSound.h" 49 50 … … 139 140 XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode); 140 141 XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode); 141 XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode); 142 XMLPortObject(Pawn, WeaponPack, "weaponpacks", addWeaponPackXML, getWeaponPack, xmlelement, mode); 143 XMLPortObject(Pawn, Munition, "munition", addMunitionXML, getMunitionXML, xmlelement, mode); 142 144 143 145 XMLPortParam(Pawn, "reloadrate", setShieldRechargeRate, getShieldRechargeRate, xmlelement, mode).defaultValues(0); … … 557 559 } 558 560 561 void Pawn::addMunitionXML(Munition* munition) 562 { 563 if (this->weaponSystem_ && munition) 564 { 565 this->weaponSystem_->addMunition(munition); 566 } 567 } 568 569 Munition* Pawn::getMunitionXML() const 570 { 571 return NULL; 572 } 573 559 574 Munition* Pawn::getMunition(SubclassIdentifier<Munition> * identifier) 560 575 { … … 570 585 void Pawn::startLocalHumanControl() 571 586 { 572 // SUPER(ControllableEntity, changedPlayer());587 // SUPER(ControllableEntity, startLocalHumanControl()); 573 588 ControllableEntity::startLocalHumanControl(); 574 589 this->isHumanShip_ = true; -
code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.h
r10746 r10791 151 151 WeaponPack * getWeaponPack(unsigned int index) const; 152 152 std::vector<WeaponPack *> * getAllWeaponPacks(); 153 154 void addMunitionXML(Munition* munition); 155 Munition* getMunitionXML() const; 153 156 154 Munition 157 Munition* getMunition(SubclassIdentifier<Munition> * identifier); 155 158 156 159 virtual void addedWeaponPack(WeaponPack* wPack) {} -
code/branches/fabienHS15/src/orxonox/worldentities/pawns/SpaceShip.h
r10746 r10791 54 54 - The <b>boost shaking</b>, when the SpaceShip boosts, the camera shakes to create a more immersive effect. Two parameters can be used to adjust the effect. The <b>shakeFrequency</b> is the frequency with which the camera shakes. And the <b>shakeAmplitude</b> is the amount with which the camera shakes. Again these parameters must bee non-negative. 55 55 - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again two parameters that can be specified. The <b>lift</b> which is the lift force that is applied. And the <b>stallSpeed</b> which is the forward speed after which no more lift is generated. 56 57 A spaceship always needs to have the collision type "dynamic". Other collision types are illegal. 56 58 57 59 As mentioned @ref orxonox::Engine Engines can be mounted on the SpaceShip. Here is a (primitive) example of a SpaceShip defined in XML:
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