57 | | || "Orxonox/Starbox" || „Orxonox/skypanoramagen1“ || „Orxonox/skypanoramagen2“ || „Orxonox/skyBoxMoreNebula“ || |
| 57 | || "Orxonox/Starbox" || "Orxonox/skypanoramagen1" || "Orxonox/skypanoramagen2" || "Orxonox/skyBoxMoreNebula" || |
| 58 | |
| 59 | == Basics == |
| 60 | |
| 61 | * Worldentity Point in space with orientation ( ~point with a vector attached to it) |
| 62 | * Static Entity: Worldentity with a fixed position and fixed orientation. |
| 63 | * Movable Entity: Worldentity that can rotate or move constantly. |
| 64 | * Controllable Entity: Completely freely movable point. Usually steered by a controller. |
| 65 | |
| 66 | * Model: Each visible 3d-Object. A model consists of a mesh - the form- and a material – the surface colouring. |
| 67 | |
| 68 | * Collisionshape: A Collisionshape is the physical representation of a model. Currently collisionshapes only have the form of a sphere, cube/ashlar, cone or plain. For StaticEntities the collisionType is „static“. Movable Entities have the collisionType "dynamic". At the moment static collisionshapes do not provide a shield against bullets. The collision of projectiles is only detected by dynamic collisionshapes. |
| 69 | |
| 70 | == Worldentity + Model + Collisionshape -> adding objects to the level == |
| 71 | {{{ |
| 72 | #!xml |
| 73 | <StaticEntity position="0,-10000,0" direction="0,-1,0" collisionType=static mass=100000 friction=0.01 > |
| 74 | <attached> |
| 75 | <Model position="0,0,0" mesh="cube.mesh" scale3D="10000,10000,1000" /> |
| 76 | </attached> |
| 77 | <collisionShapes> |
| 78 | <BoxCollisionShape position="0,0,0" halfExtents="10000,10000,1000" /> |
| 79 | </collisionShapes> |
| 80 | </StaticEntity> |
| 81 | }}} |
| 82 | The StaticEntity defines the model's place and orientation (and some other values). With the proper sized collisionshape attached to the model you have a "solid" cube. Without a collisionshape, the cube wouldn't be solid and your spaceship could just fly through it. This exampe is quite useful, since you usually can't see a collisionshape's size. If you combine a invisible collisionshape with a fitting model you can see where a collisionshape is. |
| 83 | |
| 84 | == Spawpoints == |
| 85 | A Spawnpoint is the entrance point for controllable entities (spaceships). Without a spawnpoint no level can work! |
| 86 | {{{ |
| 87 | #!xml |
| 88 | <SpawnPoint team=0 position="-200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff /> |
| 89 | }}} |
| 90 | You can define which kind of spacecraft a player/ bots can use. Additionally the corresponding template has to be included. |