AssimpSimpleModelLoader::AssimpSimpleModelLoader(std::string resourceDir,std::string modelDir,std::string textureDir,std::string modelName){//nel caso mi serva in futuro

	std::string modelPath;

	setBasePath(resourceDir);
	setModelPath(modelDir);
	setTexturePath(textureDir);

	modelPath = resourceDir + modelDir + modelName;
	
	loadasset(modelPath.c_str());
	LoadGLTextures(this->getScene());
}
Example #2
0
bool Planet::init()
{
    if (!GameObject::init())
    {
        return false;
    }
    
    _radius = 0;
    _density = 1;
    setTexturePath("planet_1.png");
    setFrameCount(0);
    
    return true;
}
Example #3
0
bool Emitter::emitParticle()
{
	emitter::Particle* newParticle = particlePool.alloc();
	VALIDATE( newParticle );
	VALIDATE( newParticle->init() );

	VALIDATE( positionPolicy );
	USE_COMPONENT_PTR( newParticle, component::Position, set( positionPolicy->getPosition() ) );

	VALIDATE( texturePolicy );
	USE_COMPONENT_PTR( newParticle, component::Texture, setTexturePath( texturePolicy->getTexturePath() ) );

	VALIDATE( lifePolicy );
	newParticle->setTimeToLive( lifePolicy->getTimeToLive() );

	VALIDATE( velocityPolicy );
	USE_COMPONENT_PTR( newParticle, component::Velocity, set( velocityPolicy->getVelocity() ) );

	VALIDATE( angularVelocityPolicy )
	USE_COMPONENT_PTR( newParticle, component::AngularVelocity, set( angularVelocityPolicy->getAngularVelocity() ) );

	if ( scalePolicy )
	{
		USE_COMPONENT_PTR( newParticle, component::Scale, set( scalePolicy->getScale() ) );
	}

	if ( initialisePolicy )
	{
		VALIDATE( initialisePolicy->initParticle( newParticle ) );
	}
	
	VALIDATE( newParticle->init() );
	particles.push_back( newParticle );

	return true;
}
Example #4
0
// setSlotTexturePath() -- sets the path to the textures directory
bool BmpTexture::setSlotTexturePath(Basic::String* const s)
{
   if (s != 0) setTexturePath(*s);
   else setTexturePath(0);
   return true;
}