Danbias/Code/Game/GameLogic/DynamicObject.cpp

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#include "DynamicObject.h"
#include "CollisionManager.h"
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using namespace GameLogic;
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DynamicObject::DynamicObject()
:Object()
{
}
DynamicObject::DynamicObject(OBJECT_TYPE type)
:Object(type)
{
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
:Object(rigidBody,type)
{
}
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DynamicObject::DynamicObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
:Object(collisionFuncBefore,collisionFuncAfter,type)
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{
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}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
:Object(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
{
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}
DynamicObject::DynamicObject(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(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
{
}
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DynamicObject::~DynamicObject(void)
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{
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}