2013-11-19 18:35:35 +01:00
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#include "Object.h"
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2013-11-21 12:05:39 +01:00
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#include "OysterMath.h"
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2013-12-12 12:16:13 +01:00
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#include "CollisionManager.h"
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2013-12-18 13:01:13 +01:00
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#include "GID.h"
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2013-12-21 17:37:30 +01:00
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#include "PhysicsAPI.h"
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2014-01-20 15:47:52 +01:00
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#include "Game.h"
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2013-11-21 12:05:39 +01:00
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2013-11-19 18:35:35 +01:00
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using namespace GameLogic;
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2013-11-21 12:05:39 +01:00
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using namespace Oyster::Math;
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2013-11-28 11:23:11 +01:00
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using namespace Oyster::Physics;
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2013-11-19 18:35:35 +01:00
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2014-01-20 15:47:52 +01:00
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const Game *Object::gameInstance = (Game*)(&Game::Instance());
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2013-12-12 09:36:14 +01:00
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Object::Object()
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{
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2014-01-16 12:26:14 +01:00
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2014-02-10 15:54:38 +01:00
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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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2014-01-16 12:26:14 +01:00
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2013-12-20 09:42:02 +01:00
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this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
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2014-01-29 14:33:21 +01:00
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this->objectID = GID();
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2014-02-03 15:52:00 +01:00
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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2013-12-12 09:36:14 +01:00
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}
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2013-11-19 18:35:35 +01:00
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2014-01-29 14:33:21 +01:00
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Object::Object(OBJECT_TYPE type)
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2013-11-19 18:35:35 +01:00
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{
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2014-02-10 15:54:38 +01:00
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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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2014-01-29 14:33:21 +01:00
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this->type = type;
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2013-12-18 13:01:13 +01:00
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this->objectID = GID();
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2014-02-03 15:52:00 +01:00
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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2014-01-29 14:33:21 +01:00
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}
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2014-01-23 09:14:04 +01:00
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2014-01-29 14:33:21 +01:00
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Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
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{
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this->rigidBody = rigidBody;
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2014-01-23 09:14:04 +01:00
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this->type = type;
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2014-01-29 14:33:21 +01:00
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this->objectID = GID();
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2014-02-03 15:52:00 +01:00
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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2014-01-23 09:14:04 +01:00
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}
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2014-01-29 14:33:21 +01:00
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Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
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2014-01-23 09:14:04 +01:00
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{
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2014-02-10 15:54:38 +01:00
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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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2014-01-29 14:33:21 +01:00
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this->type = type;
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this->objectID = GID();
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2014-02-03 15:52:00 +01:00
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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2014-01-29 14:33:21 +01:00
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}
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2014-01-23 09:14:04 +01:00
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2014-01-29 14:33:21 +01:00
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
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{
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this->rigidBody = rigidBody;
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2013-12-18 13:01:13 +01:00
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2013-12-12 09:36:14 +01:00
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this->type = type;
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2014-01-29 14:33:21 +01:00
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this->objectID = GID();
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2014-02-03 15:52:00 +01:00
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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2013-11-21 12:05:39 +01:00
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}
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2013-11-28 08:33:29 +01:00
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2014-01-29 14:33:21 +01:00
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Object::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)
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2014-01-27 08:54:25 +01:00
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{
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2014-01-27 13:54:57 +01:00
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this->rigidBody = rigidBody;
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2014-01-29 14:33:21 +01:00
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2014-01-27 13:54:57 +01:00
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this->type = type;
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this->objectID = GID();
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2014-02-03 15:52:00 +01:00
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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2014-01-27 08:54:25 +01:00
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}
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2014-01-28 15:44:32 +01:00
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void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
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2014-01-22 14:26:45 +01:00
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{
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2014-02-09 21:24:09 +01:00
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2014-01-22 14:26:45 +01:00
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}
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2013-12-12 09:36:14 +01:00
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Object::~Object(void)
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2013-11-28 11:23:11 +01:00
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{
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2013-12-12 09:36:14 +01:00
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2013-11-19 18:35:35 +01:00
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}
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2013-11-26 11:30:49 +01:00
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2014-01-30 09:40:58 +01:00
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OBJECT_TYPE Object::GetObjectType() const
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2013-11-26 11:30:49 +01:00
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{
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return this->type;
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}
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2014-01-15 11:03:25 +01:00
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int Object::GetID() const
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2013-12-18 13:01:13 +01:00
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{
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return this->objectID;
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}
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2013-12-12 12:16:13 +01:00
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Oyster::Physics::ICustomBody* Object::GetRigidBody()
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{
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return this->rigidBody;
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}
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2014-01-20 15:47:52 +01:00
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void Object::BeginFrame()
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{
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2014-02-03 15:52:00 +01:00
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this->rigidBody->SetState(this->newPhysicsState);
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2014-01-20 15:47:52 +01:00
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}
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2014-01-23 08:24:35 +01:00
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// update physic
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2014-01-20 15:47:52 +01:00
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void Object::EndFrame()
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{
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2014-02-03 15:52:00 +01:00
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this->newPhysicsState = this->currPhysicsState;
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2014-01-28 15:04:25 +01:00
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}
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2014-01-29 16:01:56 +01:00
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void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
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{
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2014-02-09 21:24:09 +01:00
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//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
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2014-01-29 16:01:56 +01:00
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}
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void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
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{
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
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}
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2014-01-28 15:04:25 +01:00
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Oyster::Math::Float3 Object::GetPosition()
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{
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Oyster::Physics::ICustomBody::State state;
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state = this->rigidBody->GetState();
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2014-02-09 21:24:09 +01:00
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return state.centerPos;
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2014-01-28 15:04:25 +01:00
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}
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Oyster::Math::Float4x4 Object::GetOrientation()
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{
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Oyster::Physics::ICustomBody::State state;
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state = this->rigidBody->GetState();
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return state.GetOrientation();
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2014-01-20 15:47:52 +01:00
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}
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