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