📄 oasisobjectresource.cpp
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/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
/******************************************************************************
* FILENAME : oasisObjectResource.cpp
* DESCRIPTION : The object resource
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
#include "oasisObjectResource.h"
namespace Oasis {
objectResource::objectResource( const string &thisName ) : resource( thisName ) {
entityName = "";
absScale = vector3::UNITSCALE;
physics = "";
sounds.clear( );
}
objectResource::~objectResource( ) {
removeAllSounds( );
}
void objectResource::setScale( real x, real y, real z ) {
setScale( vector3( x, y, z ) );
}
void objectResource::setScale( const vector3 &newScale ) {
absScale = newScale;
}
const vector3 &objectResource::getScale( void ) const {
return absScale;
}
void objectResource::setEntity( const string &meshToUse ) {
entityName = meshToUse;
}
const string &objectResource::getEntity( void ) const {
return entityName;
}
void objectResource::addSound( const string &name,
const string &templateName ) {
sounds[ name ] = templateName;
}
void objectResource::removeAllSounds( void ) {
sounds.clear( );
}
void objectResource::removeSound( const string &name ) {
sounds.erase( name );
}
void objectResource::setPhysics( const string &newPhysics ) {
physics = newPhysics;
}
const string &objectResource::getPhysics( void ) const {
return physics;
}
void objectResource::removePhysics( void ) {
physics = "";
}
objectResource::soundEventIterator objectResource::getSoundEventIterator( void ) {
return soundEventIterator( sounds.begin( ), sounds.end( ) );
}
}
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