forgot to checkin

This commit is contained in:
Titus Tscharntke 2011-06-23 21:14:00 +00:00
parent 8b9d4a662a
commit 3401673918
2 changed files with 97 additions and 0 deletions

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "tileset_model_type.h"
#include "leak_dumper.h"
namespace Glest{ namespace Game{
// =====================================================
// class TilesetModelType
// =====================================================
TilesetModelType::~TilesetModelType(){
while(!(particleTypes.empty())){
delete particleTypes.back();
particleTypes.pop_back();
}
//Logger::getInstance().add("ObjectType", true);
}
void TilesetModelType::addParticleSystem(ObjectParticleSystemType *particleSystem){
particleTypes.push_back(particleSystem);
}
}}//end namespace

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_TILESET_MODEL_TYPE_H_
#define _GLEST_GAME_TILESET_MODEL_TYPE_H_
#include <vector>
#include "model.h"
#include "vec.h"
#include "leak_dumper.h"
#include "unit_particle_type.h"
using std::vector;
namespace Glest{ namespace Game{
using Shared::Graphics::Model;
using Shared::Graphics::Vec3f;
// =====================================================
// class ObjectType
//
/// Each of the possible objects of the map: trees, stones ...
// =====================================================
typedef vector<ObjectParticleSystemType*> ModelParticleSystemTypes;
class TilesetModelType{
private:
Model *model;
ModelParticleSystemTypes particleTypes;
int height;
bool rotationAllowed;
public:
~TilesetModelType();
void addParticleSystem(ObjectParticleSystemType *particleSystem);
bool hasParticles() const {return !particleTypes.empty();}
ModelParticleSystemTypes* getParticleTypes() { return &particleTypes ;}
Model * getModel() const {return model;}
void setModel(Model *model) {this->model=model;}
int getHeight() const {return height;}
void setHeight(int height) {this->height=height;}
bool getRotationAllowed() const {return rotationAllowed;}
void setRotationAllowed(int rotationAllowed) {this->rotationAllowed=rotationAllowed;}
};
}}//end namespace
#endif