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//-----------------------------------------------------------------------------
// Name: itemobjectscriptreader.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec3.h>
#include <Math/mat4.h>
#include <Game/attachment_type.h>
#include <Asset/Asset/attachmentasset.h>
#include <string>
//-----------------------------------------------------------------------------
// Class Definition
//-----------------------------------------------------------------------------
class ASContext;
class ItemObject;
class BulletObject;
class btTypedConstraint;
class ItemObjectScriptReader {
public:
ItemObject* obj;
btTypedConstraint* constraint;
mat4 velocity;
bool just_created;
bool holding;
bool stuck;
int char_id;
AttachmentType attachment_type;
AttachmentRef attachment_ref;
bool attachment_mirror;
void* callback_ptr_;
void (*invalidate_callback)(ItemObjectScriptReader*, void*);
void SetInvalidateCallback(void (*func)(ItemObjectScriptReader*, void*), void* callback_ptr);
ItemObjectScriptReader();
virtual ~ItemObjectScriptReader();
void AttachToItemObject(ItemObject* _obj);
ItemObject* GetAttached() const;
void Invalidate();
bool valid() const;
vec3 GetPhysicsPosition();
void SetPhysicsTransform(mat4 transform);
mat4 GetPhysicsTransform();
void SetPhysicsVel(const vec3& linear_vel, const vec3& angular_vel);
void GetPhysicsVel(vec3& linear_vel, vec3& angular_vel);
void Detach();
void ActivatePhysics();
void SetInterpInfo(int count, int period);
float GetRangeExtender();
float GetRangeMultiplier();
ItemObject* operator->() const {
return obj;
}
void AddConstraint(BulletObject* bullet_object);
void RemoveConstraint();
};
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