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path: root/src/tesseract/World.java
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2011-03-06reverting, it was a clone machine Steve
2011-03-06took out some unused code. this is a testSteve
2011-03-06another tweak on position switchingSteve
2011-03-06small bug test fix objects are appearing 90 out of whach. swapped all ↵Steve
swithX and switchZ method calls
2011-03-06fixed bug with switchposition caused 2 obj to appear. split method up into ↵Steve
two methods for switchX and swithZ. side1 uses Z, side2 usesX, side3 uses Z, side4 usesX
2011-03-06Added method to in PObj to swithpositions when tranmittedSteve
Added the new method in the world just before all call to transmit
2011-03-06added collision info into constructor of all resolvecollision calls, ↵Steve
Everything seems to work at least for one object. haven't tested two yet though. Position still needs switched before transmission
2011-03-06Added new peerInfo check to detect neighborsSteve
2011-03-06Added size check of peers to fix Exception when no networkSteve
2011-03-06added else at bottom to resolve collisions on side if no neighborSteve
2011-03-06Added checks for the inner loop to be a half spaceSteve
2011-03-06Forgot to change a couple of Y's to ZsSteve
2011-03-06Added mechanism to delete object from list if transmitted, caused multiple ↵Steve
transmission because detach only made it invisible not removed.
2011-03-06older code with the getY changed to getZ using velocity instead of positionSteve
2011-03-06change volicity to getX and get Z for 2D conversionSteve
2011-03-06HalfPace not comparable, changed to my_sidesSteve
2011-03-06removed else if's oopsSteve
2011-03-06still working on tick getting strange behaviorSteve
2011-03-06Remove size check calculateCollisions. It always returns 0. DarnSteve
2011-03-06added CO line 421 as per Alden's suggestionSteve
Fresh new attempt at passing objects in Tick.
2011-03-05Added copy constructor to collidableobject so that any collidableobject ↵Jesse Morgan
could become a physical object.
2011-03-05(no commit message)Steve
2011-03-05reverting tired nowSteve
2011-03-05(no commit message)Steve
2011-03-05(no commit message)Steve
2011-03-05(no commit message)Steve
2011-03-05(no commit message)Steve
2011-03-05(no commit message)Steve
2011-03-05buggySteve
2011-03-05getting late need breakSteve
2011-03-05nSteve
2011-03-05smallSteve
2011-03-05small changes 2 computers many commitsSteve
2011-03-05more logic changes. almost rightSteve
2011-03-05Changed logic in tick, seems to work for neighboring node detectionSteve
2011-03-05Detection of Halfspace sides and payload transmission lines 259 to 297 completeSteve
2011-03-05altered tick method in World with Alden Mar4 suggestions. I think its correct.Steve
While testing found bug with emitter. It isn't the mar4 changes. will check out older code and check when it broke.
2011-03-05Changed name of alden to commonJesse Morgan
2011-03-05Rough Addition of P2P code.Jesse Morgan
2011-02-15Win! Got some very basic grabbing and moving implemented. Found the Node ↵Jesse Morgan
object's amazing get/setUserData method. I had a brillant hunch such a method may exist. The mouse movements need to be scaled to the vworld coordinates though.
2011-02-12Added HalfSpaces to the bounds. Fixed collisions and particle emitters. ↵Jesse Morgan
Corrected typo in PlanarPolygonMenuItem. Added removeForce() to world and cleaned up the force adding/removing.
2011-02-11Broke the grabbing code but added Alden's collision code. Not sure if its ↵Jesse Morgan
working yet since my Mac doesn't like it.
2011-02-11Some of the grabbing code.Jesse Morgan
2011-01-28Roughly started some collision code following Dr. Alden's demo code.Jesse Morgan
2011-01-28And we now have a basic 3d world :DJesse Morgan
2011-01-27Here's what I've got so far with adapting Dr. Alden's code. A UI class that ↵Jesse Morgan
handles displaying the canvas and a World class that handles the objects in the world. Neither are complete. I'll pick this up tomorrow. I have a feeling we're going to have class path issues with the j3d libaries between our computers. I'll test between my desktop and Mac. If so, I'll drop the JARs for the java3d in the project and import them that way.