61 lines
2.4 KiB
C++
61 lines
2.4 KiB
C++
//////////////////////////////////////////////////
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//Created by Erik and Linda of the GameLogic team
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//////////////////////////////////////////////////
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#ifndef OBJECT_H
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#define OBJECT_H
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#include "GameLogicStates.h"
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#include "GameAPI.h"
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#include <PhysicsAPI.h>
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namespace GameLogic
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{
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class Game;
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class Object :public IObjectData
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{
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public:
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typedef Oyster::Physics::ICustomBody::SubscriptMessage (*OnCollisionCallback)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss);
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public:
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Object();
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Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
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Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
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~Object(void);
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inline ObjectSpecialType GetObjectType() const override { return this->type; }
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inline int GetID() const override { return this->objectID; }
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inline Oyster::Math::Float3 GetScale() override { return this->scale; }
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inline Oyster::Math::Float3 GetPosition() override;
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inline Oyster::Math::Quaternion GetRotation() override;
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inline Oyster::Math::Float4x4 GetOrientation() override;
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inline Oyster::Physics::ICustomBody* GetRigidBody() { return this->rigidBody; }
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inline Oyster::Math::Float GetExtraDamageOnCollision() { return this->extraDamageOnCollision; }
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virtual void BeginFrame() { };
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virtual void EndFrame() { };
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void SetOnCollision(OnCollisionCallback func);
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static Oyster::Physics::ICustomBody::SubscriptMessage DefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
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protected:
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Oyster::Physics::ICustomBody *rigidBody;
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static const Game* gameInstance;
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Oyster::Math::Float3 lookDirection; //The look direction for the camera
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Oyster::Math::Float3 forwardDirection; //The forward direction of the rigid body
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Oyster::Math::Float3 scale; //The scale of both rigid body and the mesh
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ObjectSpecialType type;
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int objectID;
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Oyster::Math::Float extraDamageOnCollision;
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};
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}
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#endif |