69 lines
1.2 KiB
C++
69 lines
1.2 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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using namespace GameLogic;
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using namespace Oyster::Math;
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using namespace Oyster::Physics;
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Object::Object()
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{
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API::SimpleBodyDescription sbDesc;
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//sbDesc.centerPosition =
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//poi
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
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//rigidBody->gameObjectRef = this;
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this->objectID = GID();
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this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
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}
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Object::Object(void* collisionFunc, OBJECT_TYPE type)
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{
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API::SimpleBodyDescription sbDesc;
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//sbDesc.centerPosition =
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//poi
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ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
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rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc));
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//rigidBody->gameObjectRef = this;
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this->objectID = GID();
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this->type = type;
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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::GetType() 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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