| 1 | = PhysicsEngine = |
| 2 | {{{ |
| 3 | #!html |
| 4 | <div style="border:1px outset #8c5b00;padding: 0.5em 1em 0.5em 1em;background: #ffe17b;-moz-border-radius:10px"><table style="width:100%"><tr><td align="left"> |
| 5 | }}} |
| 6 | [[Image(icons:archive.png, 50)]] |
| 7 | {{{ |
| 8 | #!html |
| 9 | </td><td align="center"><b>This is an archived page!</b><br/>This page is very old and the content is not up to date.<br/>Not everything (if any) which is written here will be in the final game!</td><td align="right"> |
| 10 | }}} |
| 11 | [[Image(icons:archive.png, 50)]] |
| 12 | {{{ |
| 13 | #!html |
| 14 | </td></tr></table></div> |
| 15 | }}} |
| 16 | The PhysicsEngine is the core of orxonox's Physically based animations. |
| 17 | It is like all other modules self sustainded, and one can easily add numerous objects to it |
| 18 | |
| 19 | == extensions == |
| 20 | * __PhysicsInterface__: |
| 21 | this is a class, that when extended automatically assumes, that a certain object is Physically animatable. This means, one just have to do in the declaration: |
| 22 | {{{ |
| 23 | class CoolAnt : public WorldEntity : public PhysicsInterface |
| 24 | { ..... }; |
| 25 | }}} |
| 26 | and it is handled by the PhysicsEngine. |
| 27 | * __CollisionDetection__ (still in development) |
| 28 | with this module one can easily make any PhysicsInterface collide with any other PhysicsInterface |
| 29 | * __Fields__: |
| 30 | Fields operate on PhysicsInterface's, and as such are the generating forces that generate Physical Interactions. |
| 31 | They can be coppled with any PhysicsInterface through the PhysicsConnection class |
| 32 | {{{ |
| 33 | Field* field = new Gravity(); |
| 34 | new PhysicsConnection (coolAnt, field); |
| 35 | }}} |
| 36 | again, this is from this moment on handled by the PhysicsEngine, and one does not have to care about this connection anymore. |