#ifndef DANBIAS_CLIENT_COBJECT_H #define DANBIAS_CLIENT_COBJECT_H #include "DllInterfaces/GFXAPI.h" namespace DanBias { namespace Client { // RB DEBUG enum RB_Type { RB_Type_Cube, RB_Type_Sphere, RB_Type_None, }; struct RBInitData { Oyster::Math::Float3 position; Oyster::Math::Quaternion rotation; Oyster::Math::Float3 scale; RB_Type type; }; // !RB DEBUG struct ModelInitData { int id; std::wstring modelPath; Oyster::Math::Float3 position; Oyster::Math::Quaternion rotation; Oyster::Math::Float3 scale; bool visible; }; class C_Object { private: Oyster::Math::Float4x4 world; Oyster::Math::Float3 position; Oyster::Math::Quaternion rotation; Oyster::Math::Float3 scale; // RB DEBUG Oyster::Math::Float4x4 RBworld; Oyster::Math::Float3 RBposition; Oyster::Math::Quaternion RBrotation; Oyster::Math::Float3 RBscale; RB_Type type; // !RB DEBUG int id; protected: Oyster::Graphics::Model::Model *model; public: C_Object(); virtual ~C_Object(); virtual bool Init(ModelInitData modelInit); void updateWorld(); //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 setScale(Oyster::Math::Float3 newScale); void addScale(Oyster::Math::Float3 deltaScale); Oyster::Math::Float3 getScale() const; Oyster::Math::Float3 GetTint(); Oyster::Math::Float3 GetGlowTint(); void SetTint(Oyster::Math::Float3); void SetGlowTint(Oyster::Math::Float3); void SetVisible(bool visible); // RB DEBUG void updateRBWorld(); bool InitRB(RBInitData modelInit); Oyster::Math::Float4x4 getRBWorld() const; void setRBPos(Oyster::Math::Float3 newPos); Oyster::Math::Float3 getRBPos() const; void setRBRot(Oyster::Math::Quaternion newRot); Oyster::Math::Quaternion getRBRotation() const; void setRBScale(Oyster::Math::Float3 newScale); Oyster::Math::Float3 getRBScale() const; RB_Type getBRtype()const; // !RB DEBUG 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