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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this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
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this->type = ObjectSpecialType_Unknown;
this->objectID = -1;
this->scale = Float3(1.0f, 1.0f, 1.0f);
}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
{
this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
this->type = type;
this->objectID = objectID;
this->extraDamageOnCollision = 0;
this->rigidBody->SetCustomTag(this);
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this->scale = Float3(1.0f, 1.0f, 1.0f);
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}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
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{
this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
this->type = type;
this->objectID = objectID;
this->extraDamageOnCollision = 0;
this->rigidBody->SetCustomTag(this);
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this->scale = Float3(1.0f, 1.0f, 1.0f);
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}
Object::~Object(void)
{
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}
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void Object::SetOnCollision(OnCollisionCallback func)
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{
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(func));
}
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Oyster::Math::Float3 Object::GetPosition()
{
Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState();
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return state.centerPos;
}
Oyster::Math::Quaternion Object::GetRotation()
{
Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState();
return state.quaternion;
}
Oyster::Math::Float4x4 Object::GetOrientation()
{
Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState();
return state.GetOrientation();
}