135 lines
3.9 KiB
C++
135 lines
3.9 KiB
C++
#include "Object.h"
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#include "OysterMath.h"
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#include "CollisionManager.h"
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#include "GID.h"
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#include "PhysicsAPI.h"
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#include "Game.h"
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using namespace GameLogic;
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using namespace Oyster::Math;
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using namespace Oyster::Physics;
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const Game *Object::gameInstance = (Game*)(&Game::Instance());
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Object::Object()
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{
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this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0);
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this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(OBJECT_TYPE type)
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{
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this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0);
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
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{
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this->rigidBody = rigidBody;
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
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{
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this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0);
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
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{
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this->rigidBody = rigidBody;
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
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{
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this->rigidBody = rigidBody;
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
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{
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}
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Object::~Object(void)
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{
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}
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OBJECT_TYPE Object::GetObjectType() const
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{
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return this->type;
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}
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int Object::GetID() const
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{
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return this->objectID;
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}
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Oyster::Physics::ICustomBody* Object::GetRigidBody()
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{
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return this->rigidBody;
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}
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void Object::BeginFrame()
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{
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this->rigidBody->SetState(this->newPhysicsState);
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}
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// update physic
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void Object::EndFrame()
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{
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this->newPhysicsState = this->currPhysicsState;
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}
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void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
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{
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//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
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}
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void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
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{
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
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}
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Oyster::Math::Float3 Object::GetPosition()
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{
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Oyster::Physics::ICustomBody::State state;
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state = this->rigidBody->GetState();
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return state.centerPos;
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}
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Oyster::Math::Float4x4 Object::GetOrientation()
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{
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Oyster::Physics::ICustomBody::State state;
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state = this->rigidBody->GetState();
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return state.GetOrientation();
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} |