- Timestamp:
- Sep 6, 2012, 2:16:41 PM (12 years ago)
- File:
-
- 1 edited
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code/branches/release2012/src/modules/objects/SpaceBoundaries.cc
r8858 r9371 117 117 this->billboards_[current].usedYet = true; 118 118 119 Vector3 directionVector = (this->get Position() - position).normalisedCopy(); // vector from the position of the billboard to the center of the sphere119 Vector3 directionVector = (this->getWorldPosition() - position).normalisedCopy(); // vector from the position of the billboard to the center of the sphere 120 120 this->billboards_[current].billy->setCommonDirection(directionVector); 121 121 … … 252 252 if(item != NULL) 253 253 { 254 Vector3 itemPosition = item->get Position();255 return (itemPosition.distance(this->get Position()));254 Vector3 itemPosition = item->getWorldPosition(); 255 return (itemPosition.distance(this->getWorldPosition())); 256 256 } else { 257 257 return -1; … … 267 267 { 268 268 269 Vector3 direction = item->get Position() - this->getPosition();269 Vector3 direction = item->getWorldPosition() - this->getWorldPosition(); 270 270 direction.normalise(); 271 271 272 Vector3 boundaryPosition = this->get Position() + direction * this->maxDistance_;272 Vector3 boundaryPosition = this->getWorldPosition() + direction * this->maxDistance_; 273 273 274 274 this->positionBillboard(boundaryPosition, alpha); … … 277 277 void SpaceBoundaries::conditionalBounceBack(Pawn *item, float currentDistance, float dt) 278 278 { 279 Vector3 normal = item->get Position() - this->getPosition();279 Vector3 normal = item->getWorldPosition() - this->getWorldPosition(); 280 280 normal.normalise(); 281 281 Vector3 velocity = item->getVelocity(); … … 300 300 acceleration = acceleration.reflect(*normal); 301 301 302 item->lookAt( *velocity + this->get Position() );302 item->lookAt( *velocity + this->getWorldPosition() ); 303 303 304 304 item->setAcceleration(acceleration * dampingFactor); 305 305 item->setVelocity(*velocity * dampingFactor); 306 306 307 item->setPosition( item->get Position() - *normal * 10 ); // Set the position of the Pawn to be well inside the boundary.307 item->setPosition( item->getWorldPosition() - *normal * 10 ); // Set the position of the Pawn to be well inside the boundary. 308 308 } 309 309
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