Changed the way of getting an instance type
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BIN
G3DTest.suo
BIN
G3DTest.suo
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@@ -3,9 +3,7 @@
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std::string name;
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Instance* parent;
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static const int BASE_INSTANCE = 0;
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static const int PHYSICAL_INSTANCE = 1;
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static const int type = BASE_INSTANCE;
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static const std::string className = "Instance";
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Instance::Instance(void)
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{
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@@ -16,10 +14,7 @@ Instance::~Instance(void)
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{
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name = "Default Game Instance";
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}
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int getType()
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{
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return type;
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}
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@@ -10,4 +10,5 @@ public:
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Instance* parent; // Another pointer.
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static const int BASE_INSTANCE;
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static const int PHYSICAL_INSTANCE;
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static int type;
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};
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@@ -1,22 +1,22 @@
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#include <G3DAll.h>
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#include "PhysicalInstance.h"
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bool collides = true;
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static const std::string className = "Part";
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bool canCollide = true;
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bool anchored = false;
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Vector3 size;
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Vector3 position;
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Color3 color;
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//static const int type = PHYSICAL_INSTANCE;
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PhysicalInstance::PhysicalInstance(void)
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{
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name = "Default PhysicalInstance";
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collides = true;
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canCollide = true;
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anchored = true;
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size = Vector3(2,1,4);
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position = Vector3(0,0,0);
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color = Color3::gray();
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}
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PhysicalInstance::~PhysicalInstance(void)
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2
main.cpp
2
main.cpp
@@ -99,7 +99,7 @@ void Demo::onInit() {
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//dataModel->name = "undefined";
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dataModel->parent = NULL;
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PhysicalInstance* test = new PhysicalInstance();
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Instance* test = new PhysicalInstance();
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setDesiredFrameRate(FPSVal[index]);
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app->debugCamera.setPosition(Vector3(0, 2, 10));
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app->debugCamera.lookAt(Vector3(0, 2, 0));
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