#include "Model.h" namespace gameplay { Model::Model(void) : ref(NULL), meshSkin(NULL) { } Model::~Model(void) { } unsigned int Model::getTypeId(void) const { return MODEL_ID; } const char* Model::getElementName(void) const { return "Model"; } void Model::writeBinary(FILE* file) { Object::writeBinary(file); // xref:Mesh if (ref != NULL) ref->writeBinaryXref(file); else write((unsigned int)0, file); // meshSkin // Write one unsigned char to indicate if this model has a skin if (meshSkin != NULL) { write((bool)true, file); // has a skin meshSkin->writeBinary(file); } else { write((bool)false, file); // doesn't have a skin } // materials[] writeBinaryObjects(materials, file); } void Model::writeText(FILE* file) { fprintElementStart(file); if (ref != NULL) { fprintfElement(file, "ref", ref->getId()); } if (meshSkin != NULL) { meshSkin->writeText(file); } fprintElementEnd(file); } MeshSkin* Model::getSkin() { return meshSkin; } void Model::setMesh(Mesh* mesh) { ref = mesh; } void Model::setSkin(MeshSkin* skin) { meshSkin = skin; } }