Changeset 11099 for code/trunk/src/orxonox/worldentities
- Timestamp:
- Jan 27, 2016, 6:50:51 PM (9 years ago)
- Location:
- code/trunk/src/orxonox/worldentities
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
code/trunk/src/orxonox/worldentities/Actionpoint.h
r11071 r11099 49 49 Example XML code: 50 50 51 @code 51 52 <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> 52 53 <templates> … … 65 66 </controller> 66 67 </SpaceShip> 67 68 @endcode 69 68 70 Example with loops: 69 71 72 @code 70 73 <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> 71 74 <templates> … … 83 86 </controller> 84 87 </SpaceShip> 88 @endcode 85 89 86 90 One can also use other Worldentities instead of Actionpoints just like Waypoints, but those points -
code/trunk/src/orxonox/worldentities/WorldEntity.h
r11071 r11099 400 400 @param otherObject 401 401 The object this one has collided into. 402 @param ownCollisionShape 403 The collision shape of the other object 402 404 @param contactPoint 403 405 Contact point provided by Bullet. Holds more information and can me modified. See return value. -
code/trunk/src/orxonox/worldentities/pawns/ModularSpaceShip.cc
r11071 r11099 207 207 @brief 208 208 Add a ShipPart to the SpaceShip. 209 @param engine209 @param part 210 210 A pointer to the ShipPart to be added. 211 211 */ -
code/trunk/src/orxonox/worldentities/pawns/ModularSpaceShip.h
r11071 r11099 58 58 59 59 As mentioned @ref orxonox::Engine Engines can be mounted on the ModularSpaceShip. 60 In order to assign attached entities to a ShipPart, a ShipPart with the same name as the corresponding entity needs to be created in the <parts> tag.60 In order to assign attached entities to a ShipPart, a ShipPart with the same name as the corresponding entity needs to be created in the \<parts\> tag. 61 61 Here is a (primitive) example of a ModularSpaceShip defined in XML: 62 62 @code -
code/trunk/src/orxonox/worldentities/pawns/Pawn.cc
r11071 r11099 425 425 /** 426 426 @brief 427 Check whether the Pawn has a @ref Orxonox::WeaponSystem and fire it with the specified firemode if it has one.427 Check whether the Pawn has a @ref orxonox::WeaponSystem and fire it with the specified firemode if it has one. 428 428 */ 429 429
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