Danbias/Code/Game/GameClient/GameClientState/C_Object.h

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#ifndef DANBIAS_CLIENT_COBJECT_H
#define DANBIAS_CLIENT_COBJECT_H
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#include "DllInterfaces/GFXAPI.h"
namespace DanBias
{
namespace Client
{
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struct ModelInitData
{
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int id;
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std::wstring modelPath;
Oyster::Math::Float3 position;
Oyster::Math::Quaternion rotation;
Oyster::Math::Float3 scale;
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bool visible;
};
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class C_Object
{
private:
Oyster::Math::Float4x4 world;
Oyster::Math::Float3 position;
Oyster::Math::Quaternion rotation;
Oyster::Math::Float3 scale;
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int id;
void updateWorld();
protected:
Oyster::Graphics::Model::Model *model;
public:
C_Object();
virtual ~C_Object();
virtual bool Init(ModelInitData modelInit);
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void setWorld(Oyster::Math::Float4x4 world);
Oyster::Math::Float4x4 getWorld() const;
void setPos(Oyster::Math::Float3 newPos);
Oyster::Math::Float3 getPos() const;
void addPos(Oyster::Math::Float3 deltaPos);
void setRot(Oyster::Math::Quaternion newRot);
Oyster::Math::Quaternion getRotation() const;
void addRot(Oyster::Math::Quaternion deltaRot);
void setScale(Oyster::Math::Float3 newScale);
void addScale(Oyster::Math::Float3 deltaScale);
Oyster::Math::Float3 getScale() const;
virtual void Render();
virtual void Release();
virtual int GetId() const;
};
}
}
#include "Utilities.h"
namespace Utility { namespace DynamicMemory
{
template<>
inline void SafeDeleteInstance( ::DanBias::Client::C_Object *dynamicInstance )
{
if( dynamicInstance )
{
dynamicInstance->Release();
delete dynamicInstance;
}
}
} }
#endif