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engine/SYSOBJ.BAK
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103
engine/SYSOBJ.BAK
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#ifndef _ENGINE_SYSTEMOBJECT_HPP_
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#define _ENGINE_SYSTEMOBJECT_HPP_
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#ifndef _ENGINE_VECTOR3D_HPP_
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#include <engine/vector3d.hpp>
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#endif
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#ifndef _COMMON_VECTOR2D_HPP_
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#include <common/vector2d.hpp>
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#endif
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class SystemObject
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{
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public:
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enum Disposition{Active,Destroyed,Idle};
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SystemObject(void);
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SystemObject(Vector3D ¤tWorldPosition,Vector2D ¤tScreenPosition);
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virtual ~SystemObject();
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void worldPosition(Vector3D worldPosition);
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void screenPosition(Vector2D screenPosition);
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void disposition(Disposition disposition);
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Vector3D worldPosition(void)const;
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Vector2D screenPosition(void)const;
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Vector3D prevWorldPosition(void)const;
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Vector2D prevScreenPosition(void)const;
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Disposition disposition(void)const;
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private:
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Disposition mDisposition;
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Vector3D mCurrentWorldPosition;
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Vector3D mLastWorldPosition;
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Vector2D mCurrentScreenPosition;
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Vector2D mLastScreenPosition;
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};
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inline
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SystemObject::SystemObject(void)
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: mDisposition(Idle)
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{
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}
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inline
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SystemObject::SystemObject(Vector3D ¤tWorldPosition,Vector2D ¤tScreenPosition)
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: mCurrentWorldPosition(currentWorldPosition), mLastWorldPosition(currentWorldPosition),
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mCurrentScreenPosition(currentScreenPosition), mLastScreenPosition(currentScreenPosition)
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{
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}
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inline
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SystemObject::~SystemObject()
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{
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}
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inline
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void SystemObject::worldPosition(Vector3D worldPosition)
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{
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mLastWorldPosition=mCurrentWorldPosition;
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mCurrentWorldPosition=worldPosition;
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}
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inline
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void SystemObject::screenPosition(Vector2D screenPosition)
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{
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mLastScreenPosition=mCurrentScreenPosition;
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mCurrentScreenPosition=screenPosition;
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}
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inline
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void SystemObject::disposition(SystemObject::Disposition disposition)
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{
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mDisposition=disposition;
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}
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inline
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Vector3D SystemObject::worldPosition(void)const
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{
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return mCurrentWorldPosition;
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}
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inline
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Vector2D SystemObject::screenPosition(void)const
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{
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return mCurrentScreenPosition;
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}
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inline
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Vector3D SystemObject::prevWorldPosition(void)const
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{
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return mLastWorldPosition;
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}
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inline
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Vector2D SystemObject::prevScreenPosition(void)const
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{
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return mLastScreenPosition;
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}
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inline
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SystemObject::Disposition SystemObject::disposition(void)const
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{
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return mDisposition;
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}
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#endif
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