GameLogic - Modified some names and cleand up some junk
This commit is contained in:
parent
484b055338
commit
0e23bcfc82
|
@ -46,7 +46,7 @@ using namespace GameLogic;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
|
case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
|
||||||
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->getExtraDamageOnCollision());
|
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->GetExtraDamageOnCollision());
|
||||||
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
|
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -181,7 +181,7 @@ using namespace GameLogic;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||||
{
|
{
|
||||||
return Physics::ICustomBody::SubscriptMessage_none;
|
return Physics::ICustomBody::SubscriptMessage_none;
|
||||||
}
|
}
|
||||||
|
|
|
@ -26,14 +26,14 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
{
|
{
|
||||||
case ObjectSpecialType_None:
|
case ObjectSpecialType_None:
|
||||||
{
|
{
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_Sky:
|
case ObjectSpecialType_Sky:
|
||||||
{
|
{
|
||||||
float skySize = ((SkyAttributes*)obj)->skySize;
|
float skySize = ((SkyAttributes*)obj)->skySize;
|
||||||
//gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
//gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_World:
|
case ObjectSpecialType_World:
|
||||||
|
@ -44,21 +44,21 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
float worldSize = ((WorldAttributes*)obj)->worldSize;
|
float worldSize = ((WorldAttributes*)obj)->worldSize;
|
||||||
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
|
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
|
||||||
|
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_Building:
|
case ObjectSpecialType_Building:
|
||||||
{
|
{
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
case ObjectSpecialType_Stone:
|
case ObjectSpecialType_Stone:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_StandardBox:
|
case ObjectSpecialType_StandardBox:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_RedExplosiveBox:
|
case ObjectSpecialType_RedExplosiveBox:
|
||||||
|
@ -75,24 +75,24 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
// break;
|
// break;
|
||||||
case ObjectSpecialType_SpikeBox:
|
case ObjectSpecialType_SpikeBox:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_Spike:
|
case ObjectSpecialType_Spike:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_CrystalFormation:
|
case ObjectSpecialType_CrystalFormation:
|
||||||
{
|
{
|
||||||
int dmg = 50;
|
int dmg = 50;
|
||||||
//gameObj = new Crystal(rigidBody);
|
//gameObj = new Crystal(rigidBody);
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_CrystalShard:
|
case ObjectSpecialType_CrystalShard:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_JumpPad:
|
case ObjectSpecialType_JumpPad:
|
||||||
|
@ -122,12 +122,12 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_Generic:
|
case ObjectSpecialType_Generic:
|
||||||
{
|
{
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
{
|
{
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -355,14 +355,14 @@ void Level::InitiateLevel(float radius)
|
||||||
{
|
{
|
||||||
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
|
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
|
||||||
}
|
}
|
||||||
/*offset += nrOfBoxex;
|
/*offset += nrOfBoxex;
|
||||||
for(int i =0; i< nrOfBoxex; i ++)
|
for(int i =0; i< nrOfBoxex; i ++)
|
||||||
{
|
{
|
||||||
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0,5, -605 -( i*5)), 5);
|
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0,5, -605 -( i*5)), 5);
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
|
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -371,7 +371,7 @@ void Level::InitiateLevel(float radius)
|
||||||
{
|
{
|
||||||
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(200, 620 + ( i*7), 0), 5);
|
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(200, 620 + ( i*7), 0), 5);
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
|
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
|
||||||
}
|
}
|
||||||
offset += nrOfBoxex;
|
offset += nrOfBoxex;
|
||||||
|
@ -379,18 +379,18 @@ void Level::InitiateLevel(float radius)
|
||||||
{
|
{
|
||||||
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(5, 605 + i*5, 0), 5);
|
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(5, 605 + i*5, 0), 5);
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
||||||
|
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
// add crystal
|
// add crystal
|
||||||
ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f);
|
ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f);
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
|
||||||
|
|
||||||
// add house
|
// add house
|
||||||
ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f);
|
ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f);
|
||||||
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++));
|
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultOnCollision, ObjectSpecialType_Generic, idCount++));
|
||||||
|
|
||||||
// add jumppad
|
// add jumppad
|
||||||
|
|
||||||
|
|
|
@ -15,11 +15,11 @@ const Game *Object::gameInstance = (Game*)(&Game::Instance());
|
||||||
|
|
||||||
Object::Object()
|
Object::Object()
|
||||||
{
|
{
|
||||||
|
|
||||||
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);
|
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);
|
||||||
|
|
||||||
this->type = ObjectSpecialType_Unknown;
|
this->type = ObjectSpecialType_Unknown;
|
||||||
this->objectID = -1;
|
this->objectID = -1;
|
||||||
|
this->scale = Float3(1.0f, 1.0f, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
|
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
|
||||||
|
@ -48,39 +48,12 @@ Object::~Object(void)
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ObjectSpecialType Object::GetObjectType() const
|
|
||||||
|
void Object::SetOnCollision(OnCollisionCallback func)
|
||||||
{
|
{
|
||||||
return this->type;
|
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(func));
|
||||||
}
|
|
||||||
int Object::GetID() const
|
|
||||||
{
|
|
||||||
return this->objectID;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Oyster::Physics::ICustomBody* Object::GetRigidBody()
|
|
||||||
{
|
|
||||||
return this->rigidBody;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void Object::BeginFrame()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
// update physic
|
|
||||||
void Object::EndFrame()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
|
|
||||||
{
|
|
||||||
//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
|
|
||||||
}
|
|
||||||
void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
|
|
||||||
{
|
|
||||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
|
||||||
}
|
|
||||||
|
|
||||||
Oyster::Math::Float3 Object::GetPosition()
|
Oyster::Math::Float3 Object::GetPosition()
|
||||||
{
|
{
|
||||||
|
@ -94,21 +67,9 @@ Oyster::Math::Quaternion Object::GetRotation()
|
||||||
state = this->rigidBody->GetState();
|
state = this->rigidBody->GetState();
|
||||||
return state.quaternion;
|
return state.quaternion;
|
||||||
}
|
}
|
||||||
Oyster::Math::Float3 Object::GetScale()
|
|
||||||
{
|
|
||||||
Oyster::Physics::ICustomBody::State state;
|
|
||||||
state = this->rigidBody->GetState();
|
|
||||||
return Float3();
|
|
||||||
}
|
|
||||||
Oyster::Math::Float4x4 Object::GetOrientation()
|
Oyster::Math::Float4x4 Object::GetOrientation()
|
||||||
{
|
{
|
||||||
Oyster::Physics::ICustomBody::State state;
|
Oyster::Physics::ICustomBody::State state;
|
||||||
state = this->rigidBody->GetState();
|
state = this->rigidBody->GetState();
|
||||||
return state.GetOrientation();
|
return state.GetOrientation();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Oyster::Math::Float Object::getExtraDamageOnCollision()
|
|
||||||
{
|
|
||||||
return this->extraDamageOnCollision;
|
|
||||||
}
|
|
|
@ -16,47 +16,39 @@ namespace GameLogic
|
||||||
|
|
||||||
class Object :public IObjectData
|
class Object :public IObjectData
|
||||||
{
|
{
|
||||||
|
public:
|
||||||
|
typedef Oyster::Physics::ICustomBody::SubscriptMessage (*OnCollisionCallback)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Object();
|
Object();
|
||||||
|
|
||||||
Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
|
Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
|
||||||
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
|
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
|
||||||
~Object(void);
|
~Object(void);
|
||||||
|
|
||||||
ObjectSpecialType GetObjectType() const override;
|
inline ObjectSpecialType GetObjectType() const override { return this->type; }
|
||||||
int GetID() const override;
|
inline int GetID() const override { return this->objectID; }
|
||||||
void setID(int id);
|
inline Oyster::Math::Float3 GetScale() override { return this->scale; }
|
||||||
Oyster::Math::Float3 GetPosition() override;
|
inline Oyster::Math::Float3 GetPosition() override;
|
||||||
Oyster::Math::Quaternion GetRotation() override;
|
inline Oyster::Math::Quaternion GetRotation() override;
|
||||||
Oyster::Math::Float3 GetScale() override;
|
inline Oyster::Math::Float4x4 GetOrientation() override;
|
||||||
Oyster::Math::Float4x4 GetOrientation() override;
|
inline Oyster::Physics::ICustomBody* GetRigidBody() { return this->rigidBody; }
|
||||||
|
inline Oyster::Math::Float GetExtraDamageOnCollision() { return this->extraDamageOnCollision; }
|
||||||
|
|
||||||
Oyster::Math::Float getExtraDamageOnCollision();
|
virtual void BeginFrame() { };
|
||||||
|
virtual void EndFrame() { };
|
||||||
|
|
||||||
// API overrides
|
void SetOnCollision(OnCollisionCallback func);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Oyster::Physics::ICustomBody* GetRigidBody();
|
|
||||||
|
|
||||||
virtual void BeginFrame();
|
|
||||||
virtual void EndFrame();
|
|
||||||
|
|
||||||
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 DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
|
||||||
|
|
||||||
|
|
||||||
public: //TODO: Hax This should be private when level is dynamic
|
|
||||||
|
|
||||||
|
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
Oyster::Physics::ICustomBody *rigidBody;
|
Oyster::Physics::ICustomBody *rigidBody;
|
||||||
|
|
||||||
static const Game* gameInstance;
|
static const Game* gameInstance;
|
||||||
Oyster::Math::Float3 currLook;
|
|
||||||
Oyster::Math::Float3 newLook;
|
Oyster::Math::Float3 lookDirection; //The look direction for the camera
|
||||||
|
Oyster::Math::Float3 forwardDirection; //The forward direction of the rigid body
|
||||||
|
Oyster::Math::Float3 scale; //The scale of both rigid body and the mesh
|
||||||
|
|
||||||
ObjectSpecialType type;
|
ObjectSpecialType type;
|
||||||
int objectID;
|
int objectID;
|
||||||
|
|
Loading…
Reference in New Issue