My Project
ObjectManager.h
1 #pragma once
2 #include "CSingleton.h"
3 #include <map>
4 #include <string>
5 using namespace std;
6 namespace ParaEngine
7 {
9  {
10  public:
12  ~CObjectManager();
19  void SetObject(const char* name, IObject *pobj);
23  bool IsExist(const char * name)const ;
27  IObject *CloneObject(const char* name)const;
28  void CloneObject(const char* name,IObject* pobj)const;
32  const IObject* GetObject(const char* name)const;
33  //this is called before the asset manager finalization in order to safe release the stored objects
34  void Finalize();
35  private:
36  map<string, IObject*> m_pool;
37  };
38 }
different physics engine has different winding order.
Definition: EventBinding.h:32
base class for object, such as CBaseObject, IAttributeObject, GUI object.
Definition: PERef.h:287
Definition: ObjectManager.h:8