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- #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;
- }
- }
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