#include "Object.h" #include "OysterMath.h" #include "CollisionManager.h" #include "GID.h" using namespace GameLogic; using namespace Oyster::Math; using namespace Oyster::Physics; Object::Object() { API::SimpleBodyDescription sbDesc; //sbDesc.centerPosition = //poi ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); rigidBody->gameObjectRef = this; this->objectID = GID(); this->type = OBJECT_TYPE_UNKNOWN; } Object::Object(void* collisionFunc, OBJECT_TYPE type) { API::SimpleBodyDescription sbDesc; //sbDesc.centerPosition = //poi ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc)); rigidBody->gameObjectRef = this; this->objectID = GID(); this->type = type; } Object::~Object(void) { } OBJECT_TYPE Object::GetType() { return this->type; } int Object::GetID() { return this->objectID; } Oyster::Physics::ICustomBody* Object::GetRigidBody() { return this->rigidBody; }