📄 object.h
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#ifndef HK_PHYSICS_OBJECT_H
#define HK_PHYSICS_OBJECT_H
// object is something which will be managed by the scene management
class hk_Object : public hkBaseObject
{
private:
protected:
hk_Environment *m_environment;
protected:
inline virtual ~hk_Object(){
}
inline hk_Object(hk_Environment *env): m_environment(env) { }
public:
inline hk_Environment *get_environment(){
return m_environment;
}
};
class hk_Sim_Object : public hk_Object
{
public:
virtual hk_sim_freq get_minimum_simulation_frequency(){ return 0;}
inline void set_client_data( const hk_client );
inline hk_client get_client_data() const;
hk_id get_id() const { return m_id; };
virtual void destroy_with_activation(){ delete this; };
virtual void destroy_without_activation(){ delete this;};
hk_Sim_Object(hk_Environment *env)
: hk_Object(env)
{
}
virtual ~hk_Sim_Object()
{
}
private:
friend class hk_Object_Factory;
hk_id m_id;
hk_client m_client;
};
#endif //HK_PHYSICS_OBJECT_H
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