- Timestamp:
- Dec 25, 2009, 1:18:03 PM (15 years ago)
- Location:
- code/branches/pickup2
- Files:
-
- 2 edited
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code/branches/pickup2
- Property svn:mergeinfo changed
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code/branches/pickup2/src/orxonox/worldentities/WorldEntity.h
r5781 r6412 33 33 #include "OrxonoxPrereqs.h" 34 34 35 #include <OgreUserDefinedObject.h> 35 36 #ifdef ORXONOX_RELEASE 36 37 # include <OgreSceneNode.h> … … 55 56 56 57 The basic task of the WorldEntity is provide a location, a direction and a scaling and the possibility 57 to create an entire hierarchy of deriv ated objects.58 to create an entire hierarchy of derived objects. 58 59 It is also the basis for the physics interface to the Bullet physics engine. 59 60 Every WorldEntity can have a specific collision type: @see CollisionType … … 63 64 There is also support for attaching WorldEntities with physics to each other. Currently, the collision shape 64 65 of both objects simply get merged into one larger shape (for static collision type). 65 The phy iscal body that is internally stored and administrated has the following supported properties:66 - Restitution, angular factor, linear damping, angular damping, fric ition, mass and collision shape.66 The physical body that is internally stored and administrated has the following supported properties: 67 - Restitution, angular factor, linear damping, angular damping, friction, mass and collision shape. 67 68 You can get more information at the corresponding set function. 68 69 69 70 Collision shapes: These are controlled by the internal WorldEntityCollisionShape. @see WorldEntityCollisionShape. 70 71 */ 71 class _OrxonoxExport WorldEntity : public BaseObject, public Synchronisable, public btMotionState 72 class _OrxonoxExport WorldEntity : public BaseObject, public Synchronisable, public btMotionState, public Ogre::UserDefinedObject 72 73 { 73 74 friend class Scene; … … 318 319 Sets an artificial parameter that tells how much torque is applied when you apply a non-central force. 319 320 320 Normally the angular factor is 1, which means it's physically 'correct'. Howe rver if you have a player321 Normally the angular factor is 1, which means it's physically 'correct'. However if you have a player 321 322 character that should not rotate when hit sideways, you can set the angular factor to 0. 322 323 */ … … 394 395 You can override this function in a derived class to constrain the collision to e.g. None or Dynamic. 395 396 A projectile may not prove very useful if there is no physical body. Simply set the CollisionType 396 in its constructor and override this method. But be careful that a derived class e's virtual functions397 in its constructor and override this method. But be careful that a derived class's virtual functions 397 398 don't yet exist in the constructor if a base class. 398 399 */
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