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Timestamp:
Nov 30, 2008, 12:36:46 PM (16 years ago)
Author:
rgrieder
Message:

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.
File:
1 edited

Legend:

Unmodified
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  • code/branches/physics/src/orxonox/objects/worldentities/ControllableEntity.h

    r2292 r2300  
    7979                { return this->hudtemplate_; }
    8080
    81             void setVelocity(const Vector3& velocity);
    82             inline void setVelocity(float x, float y, float z)
    83                 { setVelocity(Vector3(x,y,z)); }
    84 
    8581            inline void setAcceleration(const Vector3& acceleration)
    8682                { this->acceleration_ = acceleration; }
     
    127123            void processClientOrientation();
    128124
    129             inline void internalSetVelocity(const Vector3& velocity)
    130                 { this->velocity_ = velocity; }
    131125            void positionChanged();
    132126            void orientationChanged();
     
    137131            unsigned int server_overwrite_;
    138132            unsigned int client_overwrite_;
    139 
    140             Vector3 velocity_;
    141133
    142134            bool bControlled_;
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