////////////////////////////////////////////////// //Created by Erik and Linda of the GameLogic team ////////////////////////////////////////////////// #ifndef OBJECT_H #define OBJECT_H #include "GameLogicStates.h" #include "GameAPI.h" #include namespace GameLogic { class Game; class Object :public IObjectData { 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); // API overrides OBJECT_TYPE GetObjectType() const; int GetID() const; Oyster::Math::Float3 GetPosition(); Oyster::Math::Float4x4 GetOrientation(); Oyster::Physics::ICustomBody* GetRigidBody(); void ApplyLinearImpulse(Oyster::Math::Float3 force); 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 DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj); 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 OBJECT_TYPE type; int objectID; protected: Oyster::Physics::ICustomBody *rigidBody; Oyster::Physics::ICustomBody::State newPhysicsState; Oyster::Physics::ICustomBody::State currPhysicsState; static const Game* gameInstance; Oyster::Math::Float3 currLook; Oyster::Math::Float3 newLook; }; } #endif