Beispiel #1
0
void SimpleEntityVisualization::updatePositionAndOrientation()
{
	if (mEntity.getPredictedPos().isValid()) {
		mSceneNode->setPosition(Convert::toOgre(mEntity.getPredictedPos()));
		mVelocitySceneNode->setPosition(Convert::toOgre(mEntity.getPredictedPos()));
	}
	if (mEntity.getOrientation().isValid()) {
		mSceneNode->setOrientation(Convert::toOgre(mEntity.getOrientation()));
	}
	if (mEntity.getVelocity().isValid() && mEntity.getVelocity() != WFMath::Vector<3>::ZERO()) {
		mVelocitySceneNode->setVisible(true);

		WFMath::Quaternion q;
		q.identity();
		q.rotation(WFMath::Vector<3>(-1, 0, 0), mEntity.getVelocity(), WFMath::Vector<3>(0, 0, 1));

		if (q.isValid()) {
			mVelocitySceneNode->setOrientation(Convert::toOgre(q));
		} else {
			mVelocitySceneNode->setVisible(false);
		}
	} else {
		mVelocitySceneNode->setVisible(false);
	}
}
Beispiel #2
0
void Renderer::drawEntity(Eris::Entity * ent, RenderableEntity * pe,
                          const PosType & cp)
{
    assert(ent != 0);

    PosType pos = ent->getPosition();
    WFMath::Quaternion orientation = ent->getOrientation();

    if (!orientation.isValid()) {
        orientation.identity();
    }

    MovableEntity * me = dynamic_cast<MovableEntity *>(ent);
    if (me != NULL) {
        debug( std::cout << ent->getVelocity() << " "
                         << (worldTime - me->getTime()) << " " << pos; );
Beispiel #3
0
void NodeController::updatePosition()
{
	WFMath::Point<3> pos = mAttachment.getAttachedEntity().getPredictedPos();
	WFMath::Quaternion orientation = mAttachment.getAttachedEntity().getOrientation();
	WFMath::Vector<3> velocity = mAttachment.getAttachedEntity().getPredictedVelocity();
	mAttachment.setPosition(pos.isValid() ? pos : WFMath::Point<3>::ZERO(), orientation.isValid() ? orientation : orientation.identity(), velocity.isValid() ? velocity : WFMath::Vector<3>::ZERO());
}