📄 object.cpp
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// Object.cpp: implementation of the CObject class.
//
//////////////////////////////////////////////////////////////////////
#include "Object.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CObject::CObject()
{
m_vPos = Vector4s(0, 0, 0);
m_vRendPos = Vector4s(0, 0, 0);
m_vRot = Vector4s(0, 0, 0);
m_iModelID = 0;
m_iCurFrame = 0;
m_iType = OBJ_NORMAL; //object type
m_bHide = TRUE;
}
CObject::CObject(int type):m_iType(type) // added by Milo 10-25
{
m_vPos = Vector4s(0, 0, 0);
m_vRendPos = Vector4s(0, 0, 0);
m_vRot = Vector4s(0, 0, 0);
//m_iModelID = 0;
m_iCurFrame = 0;
//m_iType = OBJ_NORMAL; // by Milo 10-25
m_bHide = TRUE;
}
CObject::~CObject()
{
}
void CObject::Update(short interval)
{
}
void CObject::Step(short interval)
{
}
void CObject::Render(CRender3D *pR3d)
{
if (!m_bHide)
{
UpdateWorldMat(); // Milo 10-27
pR3d->RenderModel(m_iModelID, &m_matWorld, m_iCurFrame);
}
}
void CObject::Render(CRender3D *pR3d, int texId)
{
if (!m_bHide)
{
UpdateWorldMat(); // Milo 10-27
pR3d->RenderModel(m_iModelID, &m_matWorld, m_iCurFrame, texId);
}
}
Vector4s & CObject::GetPosition()
{
m_vRendPos = m_vPos ;
return m_vRendPos;
}
Vector4s & CObject::GetRegPosition()
{
return m_vPos;
}
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