Danbias/Code/Game/GameLogic/Object.h

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
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#ifndef OBJECT_H
#define OBJECT_H
#include "GameLogicStates.h"
#include "GameAPI.h"
#include <PhysicsAPI.h>
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namespace GameLogic
{
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class Game;
class Object :public IObjectData
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{
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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);
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// API overrides
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OBJECT_TYPE GetObjectType() const;
void setID(int id);
int GetID() const;
Oyster::Math::Float4x4 GetOrientation();
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Oyster::Math::Float3 GetPosition();
Oyster::Math::Float3 GetRotation();
Oyster::Math::Float3 GetScaling();
void SetPosition(Oyster::Math::Float3 position);
void SetRotation(Oyster::Math::Float3 rotation);
void SetScaling(Oyster::Math::Float3 scale);
Oyster::Physics::ICustomBody* GetRigidBody();
void ApplyLinearImpulse(Oyster::Math::Float3 force);
virtual void BeginFrame();
virtual void EndFrame();
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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);
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static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
public: //TODO: Hax This should be private when level is dynamic
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OBJECT_TYPE type;
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int objectID;
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protected:
Oyster::Physics::ICustomBody *rigidBody;
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static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook;
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Oyster::Math::Float3 position;
Oyster::Math::Float3 rotation;
Oyster::Math::Float3 scale;
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};
}
#endif