Danbias/Code/Game/GameLogic/Object.h

62 lines
2.2 KiB
C++

//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef OBJECT_H
#define OBJECT_H
#include "GameLogicStates.h"
#include "GameAPI.h"
#include <PhysicsAPI.h>
namespace GameLogic
{
class Game;
class Object :public IObjectData
{
public:
Object();
Object(OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
Object(void* collisionFuncAfter, OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
~Object(void);
OBJECT_TYPE GetObjectType() const override;
int GetID() const override;
Oyster::Math::Float3 GetPosition() override;
Oyster::Math::Quaternion GetRotation() override;
Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override;
void setID(int id);
Oyster::Physics::ICustomBody* GetRigidBody();
void ApplyLinearImpulse(Oyster::Math::Float3 force);
virtual void BeginFrame();
virtual void EndFrame();
void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter));
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
public: //HACK: This should be private when level is dynamic
OBJECT_TYPE type;
int objectID;
protected:
Oyster::Physics::ICustomBody *rigidBody;
static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook;
};
}
#endif