Files
Client/GameTools/Zallad3D SceneClass/ObjectContainer.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

77 lines
2.0 KiB
C++

// ObjectContainer.cpp: implementation of the CObjectContainer class.
//
//////////////////////////////////////////////////////////////////////
#include "ObjectContainer.h"
#include "SceneManager.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CObjectContainer::CObjectContainer()
{
}
CObjectContainer::~CObjectContainer()
{
DeleteAllObject();
}
CMeshObject* CObjectContainer::GetObject(char *strObjectName, bool isAlpha, bool isLight)
{
for(int i=0;i<m_ObjectContainer.num;i++)
{
if( strcmp(m_ObjectContainer[i]->m_strObjectName,strObjectName)==0 )
//&& m_ObjectContainer[i]->m_isAlpha == isAlpha &&m_ObjectContainer[i]->m_isLight == isLight)
{
m_ObjectContainer[i]->m_nUsed++;
return m_ObjectContainer[i]->m_pObject;
}
}
Load(strObjectName,isAlpha,isLight);
return m_ObjectContainer[i]->m_pObject;
}
void CObjectContainer::Load(char *strObjectName,bool isAlpha,bool isLight)
{
CSceneManager::m_MeshObjectContainer.SetPath(OBJECTPATH);
CMeshObject *pObject=NULL;
pObject=CSceneManager::m_MeshObjectContainer.GetMeshObject(strObjectName);
pObject->ConvertNormal();
ObjectNode *AddNode=new ObjectNode(pObject,strObjectName,isAlpha,isLight);
m_ObjectContainer.Add(AddNode);
}
void CObjectContainer::DeleteObject(char *strObjectName, bool isAlpha, bool isLight)
{
for(int i=0;i<m_ObjectContainer.num;i++)
{
if( strcmp(m_ObjectContainer[i]->m_strObjectName,strObjectName)==0 &&
m_ObjectContainer[i]->m_isAlpha==isAlpha &&
m_ObjectContainer[i]->m_isLight==isLight)
{
if(--m_ObjectContainer[i]->m_nUsed==0)
{
ObjectNode *delNode=m_ObjectContainer[i];
CSceneManager::m_MeshObjectContainer.DeleteMeshObject(delNode->m_strObjectName);
delete delNode;
m_ObjectContainer.DelIndex(i);
}
return;
}
}
}
void CObjectContainer::DeleteAllObject()
{
for(int i=0;i<m_ObjectContainer.num;i++)
{
ObjectNode *delNode=m_ObjectContainer[i];
delete delNode;
}
m_ObjectContainer.num=0;
}