#include "Object.h" #include "OysterMath.h" #include "DllInterfaces\GFXAPI.h" #include "CollisionManager.h" using namespace GameLogic; using namespace Oyster::Math; using namespace Oyster::Graphics::Model; using namespace Utility::DynamicMemory; using namespace Oyster::Physics; Object::Object(void) { model = new Model(); model = Oyster::Graphics::API::CreateModel(L"bth.obj"); ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release(); rigidBody->SetCenter(Float3(50,0,0)); rigidBody->SetMass_KeepMomentum(30); rigidBody->SetSize(Float3(2,2,2)); rigidBody->SetSubscription(true); rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Float4x4(MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2))); GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this); } Object::~Object(void) { Oyster::Graphics::API::DeleteModel(model); } void Object::Render() { this->rigidBody->GetOrientation(model->WorldMatrix); Oyster::Graphics::API::RenderScene(model, 1); } Object::OBJECT_TYPE Object::GetType() { return this->type; }