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📄 ball.h

📁 ROBOCUP 仿真3D server 源码
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*-   this file is part of rcssserver3D   Fri May 9 2003   Copyright (C) 2002,2003 Koblenz University   Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group   $Id: ball.h,v 1.3 2004/03/22 18:10:56 fruit Exp $   This program is free software; you can redistribute it and/or modify   it under the terms of the GNU General Public License as published by   the Free Software Foundation; version 2 of the License.   This program is distributed in the hope that it will be useful,   but WITHOUT ANY WARRANTY; without even the implied warranty of   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the   GNU General Public License for more details.   You should have received a copy of the GNU General Public License   along with this program; if not, write to the Free Software   Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#ifndef BALL_H#define BALL_H#include <oxygen/sceneserver/transform.h>#include <oxygen/physicsserver/body.h>#include <salt/vector.h>class BallStateAspect;namespace oxygen{    class AgentAspect;}/** \class Ball represents the ball on the soccer field ;) */class Ball : public oxygen::Transform{public:    Ball();    virtual ~Ball() {};    /** Set the acceleration of the ball.     *     * This method can be used to accelerate the ball over a number     * of simulation steps. The ball acceleration will be applied over the number     * of steps using a constant force and torque.     *     * \param steps number of steps the acceleration should be applied.     * \param force the maximum force to add to the ball     * \param torque the maximum torque to add to the ball     * \param agent the agent kicking the ball     */    void SetAcceleration(int steps, const salt::Vector3f& force,                         const salt::Vector3f& torque,                         boost::shared_ptr<oxygen::AgentAspect> agent);    /** This method is used to add forces and torques to the ball before each simulation     *  step, if necessary.     */    virtual void PrePhysicsUpdateInternal(float deltaTime);private:    int mForceTTL;    salt::Vector3f mForce;    salt::Vector3f mTorque;    boost::shared_ptr<oxygen::Body> mBody;    boost::shared_ptr<oxygen::AgentAspect> mKickedLast;    boost::shared_ptr<BallStateAspect> mBallStateAspect;};DECLARE_CLASS(Ball);#endif // BALL_H

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