77 lines
2.5 KiB
C++
77 lines
2.5 KiB
C++
#include "DynamicObject.h"
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#include "CollisionManager.h"
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using namespace GameLogic;
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using namespace Oyster::Math;
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DynamicObject::DynamicObject()
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:Object()
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{
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this->isReleased = false;
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this->isActive = true;
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}
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
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:Object(rigidBody, EventOnCollision, type, objectID)
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{
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this->isReleased = false;
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this->isActive = true;
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}
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
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:Object(rigidBody, EventOnCollision, type, objectID)
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{
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this->isReleased = false;
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this->isActive = true;
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}
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
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:Object(rigidBody, EventOnCollision, type, objectID)
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{
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this->extraDamageOnCollision = extraDamageOnCollision;
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this->isReleased = false;
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this->isActive = true;
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}
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
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:Object(rigidBody, EventOnCollision, type, objectID)
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{
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this->extraDamageOnCollision = extraDamageOnCollision;
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this->isReleased = false;
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this->isActive = true;
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}
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DynamicObject::~DynamicObject(void)
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{
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}
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void DynamicObject::ReleaseDynamicObject()
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{
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//TODO: Inactivate the physics object
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if(this->isReleased) return;
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this->isReleased = true;
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this->isActive = false;
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this->lookDirection = Float3::null;
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this->forwardDirection = Float3::null;
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this->scale = Float3::null;
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this->extraDamageOnCollision = 0;
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}
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bool DynamicObject::IsReleased()
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{
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return this->isReleased;
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}
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bool DynamicObject::IsActive()
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{
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return this->isActive;
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}
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void DynamicObject::Inactivate()
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{
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this->isActive = false;
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}
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void DynamicObject::Activate()
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{
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this->isActive = true;
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this->isReleased = false;
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} |