client/GameLib/PhysicsObject.h

100 lines
2.0 KiB
C++

#pragma once
#include "MapUtil.h"
class IPhysicsWorld
{
public:
IPhysicsWorld()
{
assert(ms_pWorld == NULL);
ms_pWorld = this;
}
virtual ~IPhysicsWorld()
{
if (this == ms_pWorld)
ms_pWorld = NULL;
}
static IPhysicsWorld* GetPhysicsWorld()
{
return ms_pWorld;
}
virtual bool isPhysicalCollision(const D3DXVECTOR3 & c_rvCheckPosition) = 0;
private:
static IPhysicsWorld* ms_pWorld;
};
class CActorInstance;
//NOTE : 맘에 안들지만 Dependency Inversion을 막고 이전과 동일한 interface를 유지하기 위해서 이방식대로 간다
//하지만 제대로 설계를 한다면 world와 live object들의 관리는 조금더 base project에서 (gamelib이나 더 base project에서 해야 한다 )
class IObjectManager
{
public:
IObjectManager()
{
assert(ms_ObjManager == NULL);
ms_ObjManager = this;
}
virtual ~IObjectManager()
{
if (this == ms_ObjManager)
ms_ObjManager = NULL;
}
static IObjectManager* GetObjectManager()
{
return ms_ObjManager;
}
virtual void AdjustCollisionWithOtherObjects(CActorInstance* pInst ) = 0;
private:
static IObjectManager* ms_ObjManager;
};
class CPhysicsObject
{
public:
CPhysicsObject();
virtual ~CPhysicsObject();
void Initialize();
void Update(float fElapsedTime);
bool isBlending();
void SetDirection(const D3DXVECTOR3 & c_rv3Direction);
void IncreaseExternalForce(const D3DXVECTOR3 & c_rvBasePosition, float fForce);
void SetLastPosition(const TPixelPosition & c_rPosition, float fBlendingTime);
void GetLastPosition(TPixelPosition * pPosition);
float GetXMovement();
float GetYMovement();
void ClearSavingMovement();
void SetActorInstance( CActorInstance* pInst ) { m_pActorInstance = pInst; }
CActorInstance* GetActorInstance() { return m_pActorInstance; }
protected:
void Accumulate(D3DXVECTOR3 * pv3Position);
protected:
float m_fMass;
float m_fFriction;
D3DXVECTOR3 m_v3Direction;
D3DXVECTOR3 m_v3Acceleration;
D3DXVECTOR3 m_v3Velocity;
D3DXVECTOR3 m_v3LastPosition;
CEaseOutInterpolation m_xPushingPosition;
CEaseOutInterpolation m_yPushingPosition;
CActorInstance* m_pActorInstance;
};