Danbias/Code/Game/GameLogic/Object.cpp

82 lines
1.4 KiB
C++

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