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()); }
bool Planet::init() { if (!GameObject::init()) { return false; } _radius = 0; _density = 1; setTexturePath("planet_1.png"); setFrameCount(0); return true; }
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; }
// 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; }