////////////////////////////////////////////////// //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(void* collisionFunc, OBJECT_TYPE type); Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFunc, OBJECT_TYPE type); Object(Oyster::Physics::ICustomBody *rigidBody ,void (*collisionFunc)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type); ~Object(void); // API overrides OBJECT_TYPE GetType() const; int GetID() const; Oyster::Math::Float3 GetPosition(); Oyster::Math::Float4x4 GetOrientation(); Oyster::Physics::ICustomBody* GetRigidBody(); void ApplyLinearImpulse(Oyster::Math::Float4 force); void BeginFrame(); void EndFrame(); private: OBJECT_TYPE type; int objectID; protected: Oyster::Physics::ICustomBody *rigidBody; Oyster::Physics::ICustomBody::State setState; Oyster::Physics::ICustomBody::State getState; static const Game* gameInstance; }; } #endif