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Object.cpp
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/* This class is the master ancestor class. Anything that is brought into existance by the resource
* manager class. The resource manager will maintain UUIDs that can be used for global reference of
* any object. so this includes Meshes, materials, cameras, buffers, etc. It is worth noteing that
* some objects may have more than one object in them. any time there is an object that has a HAS-A
* relationship with another object, then it will have sub objects. some IS-A relationships will
* also have subobjects. I can't actually think of an example of that right now, so I'm going to
* for now assume that the only something can have a subobject is in a HAS-A relationship, like how
* a mesh HAS-A material.
*/
#ifndef OBJECT_CPP
#define OBJECT_CPP
#include "Object.h"
Object::Object()
{
ID = 0;
}
Object::~Object()
{
ID = 0;
}
UID Object::getID()
{
return ID;
}
bool Object::onEvent(const Event& event)
{
TRACE(5);
return false;//there isn't anything I can really think an object can do by itself.
//it kind of needs to know about the resource manager to be able to self destruct.
//so I'm just going to say that object never handles anything.
}
/*.S.D.G.*/
#endif