Danbias/Code/Game/GameLogic/Object.h

61 lines
2.3 KiB
C
Raw Normal View History

2013-11-28 08:33:29 +01:00
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
2013-11-19 18:35:35 +01:00
#ifndef OBJECT_H
#define OBJECT_H
#include "GameLogicStates.h"
#include "GameAPI.h"
#include <PhysicsAPI.h>
2013-11-19 18:35:35 +01:00
namespace GameLogic
{
2014-01-20 15:47:52 +01:00
class Game;
class Object :public IObjectData
2013-11-19 18:35:35 +01:00
{
2013-11-29 09:23:00 +01:00
public:
Object();
Object(OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
~Object(void);
2013-11-19 18:35:35 +01:00
// API overrides
2014-01-30 09:40:58 +01:00
OBJECT_TYPE GetObjectType() const;
int GetID() const;
Oyster::Math::Float3 GetPosition();
Oyster::Math::Float4x4 GetOrientation();
Oyster::Physics::ICustomBody* GetRigidBody();
void ApplyLinearImpulse(Oyster::Math::Float3 force);
virtual void BeginFrame();
virtual void EndFrame();
2014-01-29 16:01:56 +01:00
void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter));
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
2014-01-31 10:58:03 +01:00
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
2013-11-19 18:35:35 +01:00
private:
2013-11-26 11:30:49 +01:00
OBJECT_TYPE type;
2013-12-18 13:01:13 +01:00
int objectID;
2014-01-20 15:47:52 +01:00
2013-11-19 18:35:35 +01:00
protected:
Oyster::Physics::ICustomBody *rigidBody;
Oyster::Physics::ICustomBody::State setState;
Oyster::Physics::ICustomBody::State getState;
2014-01-20 15:47:52 +01:00
static const Game* gameInstance;
2013-11-19 18:35:35 +01:00
};
}
#endif