Tactics: Western Philosophers Vs. Musicians  0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
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Tactics3DEvocationObject.h
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1 // Copyright (C) 2015 Dylan Blair
3 //
4 // email: dblair@alumni.cs.utexas.edu
5 //
6 // This file is part of Tactics3D.
7 //
8 // Tactics3D is free software; you can redistribute it and/or modify
9 // it under the terms of the GNU General Public License as published by
10 // the Free Software Foundation; either version 2 of the License, or
11 // (at your option) any later version.
12 //
13 // Tactics3D is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
17 //
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 
23 #ifndef TACTICS3DEVOCATION_OBJECT_H
24 #define TACTICS3DEVOCATION_OBJECT_H
25 
26 #include "../Libs/Core_LIB/CPhysVisObject.h"
27 #include "../Libs/Core_LIB/ICollisionListener.h"
28 
29 namespace Tactics3D {
33  protected:
36  public:
38  virtual ~EvocationObject();
39 
42  virtual OpenSkyNet::Math::Point<> getPos() const;
43  virtual void getPos(OpenSkyNet::Math::Point<>& pos_) const;
44  virtual void setPos(const OpenSkyNet::Math::Point<>& pos_);
45 
46  virtual OpenSkyNet::Math::Matrix3x3 getRot() const;
47  virtual void getRot(OpenSkyNet::Math::Matrix3x3& rot_) const;
48  virtual void setRot(const OpenSkyNet::Math::Matrix3x3& rot_);
49 
53 
57  virtual bool handleCollisions(OpenSkyNet::Core::Object* collidee_, std::vector<OpenSkyNet::CD::HitInfo>& colliders_, float& dt_);
58  virtual bool handleOutOfGrid(OpenSkyNet::Core::Object* obj_);
60 
61  inline bool wentOutOfGrid() const { return _wentOutOfGrid; }
62  };
63 }
64 
65 #endif //TACTICS3DEVOCATION_OBJECT_H
virtual OpenSkyNet::Core::VisibleObject * getVisibleObject()
Definition: Tactics3DEvocationObject.cpp:55
Definition: CVisibleObject.h:28
Definition: CPhysVisObject.h:30
virtual OpenSkyNet::Math::Point getPos() const
Definition: Tactics3DEvocationObject.cpp:46
Definition: CPhysicalObject.h:33
OpenSkyNet::Core::PhysVisObject * _pVO
Definition: Tactics3DEvocationObject.h:34
EvocationObject(OpenSkyNet::Core::PhysVisObject *pVO_)
Definition: Tactics3DEvocationObject.cpp:13
Definition: Tactics3DEvocationObject.h:31
virtual void setPos(const OpenSkyNet::Math::Point<> &pos_)
Definition: Tactics3DEvocationObject.cpp:48
virtual OpenSkyNet::Core::PhysicalObject * getPhysicalObject()
Definition: Tactics3DEvocationObject.cpp:54
virtual void setRot(const OpenSkyNet::Math::Matrix3x3 &rot_)
Definition: Tactics3DEvocationObject.cpp:52
virtual ~EvocationObject()
Definition: Tactics3DEvocationObject.cpp:33
bool _wentOutOfGrid
Definition: Tactics3DEvocationObject.h:35
virtual bool handleCollisions(OpenSkyNet::Core::Object *collidee_, std::vector< OpenSkyNet::CD::HitInfo > &colliders_, float &dt_)
Definition: Tactics3DEvocationObject.cpp:59
Definition: MPoint.h:33
Definition: IObject.h:36
Definition: IObject.h:75
virtual bool handleOutOfGrid(OpenSkyNet::Core::Object *obj_)
Definition: Tactics3DEvocationObject.cpp:63
bool wentOutOfGrid() const
Definition: Tactics3DEvocationObject.h:61
Definition: ICollisionListener.h:34
Definition: MMatrix3x3.h:32
float float rot_[3]
Definition: ViewerApp.h:31
virtual void setNonCollidingData(OpenSkyNet::Core::Object *obj_)
Definition: Tactics3DEvocationObject.cpp:57
virtual OpenSkyNet::Math::Matrix3x3 getRot() const
Definition: Tactics3DEvocationObject.cpp:50
float pos_[3]
Definition: ViewerApp.h:31