////////////////////////////////////////////////// //Created by Erik and Linda of the GameLogic team ////////////////////////////////////////////////// #ifndef OBJECT_H #define OBJECT_H #include "PhysicsAPI.h" #include "DllInterfaces/GFXAPI.h" #include "Model/Model.h" #include "Utilities.h" namespace GameLogic { class Object { public: Object(void); virtual ~Object(void); enum OBJECT_TYPE { OBJECT_TYPE_PLAYER, OBJECT_TYPE_BOX, }; Oyster::Graphics::Model::Model* Render(); OBJECT_TYPE GetType(); private: OBJECT_TYPE type; protected: //either a model pointer or an ID to an arraypos filled with models that are to be rendered //rigidBody Utility::DynamicMemory::UniquePointer rigidBody; Utility::DynamicMemory::UniquePointer model; }; } #endif