Danbias/Code/Game/GameLogic/Object.cpp

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#include "Object.h"
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#include "OysterMath.h"
#include "CollisionManager.h"
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#include "GID.h"
#include "PhysicsAPI.h"
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#include "Game.h"
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using namespace GameLogic;
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using namespace Oyster::Math;
using namespace Oyster::Physics;
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const Game *Object::gameInstance = (Game*)(&Game::Instance());
Object::Object()
{
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API::SimpleBodyDescription sbDesc;
//sbDesc.centerPosition =
//poi
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
//rigidBody->gameObjectRef = this;
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this->objectID = GID();
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this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
}
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Object::Object(void* collisionFunc, OBJECT_TYPE type)
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{
API::SimpleBodyDescription sbDesc;
//sbDesc.centerPosition =
//poi
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this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc));
//rigidBody->gameObjectRef = this;
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this->objectID = GID();
this->type = type;
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}
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Object::~Object(void)
{
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}
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OBJECT_TYPE Object::GetType() const
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{
return this->type;
}
int Object::GetID() const
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{
return this->objectID;
}
Oyster::Physics::ICustomBody* Object::GetRigidBody()
{
return this->rigidBody;
}
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void Object::BeginFrame()
{
this->rigidBody->SetState(this->setState);
}
void Object::EndFrame()
{
this->rigidBody->GetState(this->getState);
this->setState = this->getState;
}