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bearsoft |
1.1 |
#include "Object3dData.h"
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Object3dData::Object3dData(){}
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Object3dData::~Object3dData(){}
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float Object3dData::getx(int steg){return x[steg];}
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float Object3dData::gety(int steg){return y[steg];}
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float Object3dData::getz(int steg){return z[steg];}
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void Object3dData::setx(float ix, int steg){x[steg]=ix;}
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void Object3dData::sety(float iy, int steg){y[steg]=iy;}
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void Object3dData::setz(float iz, int steg){z[steg]=iz;}
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float Object3dData::getix(int steg){return ix[steg];}
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float Object3dData::getiy(int steg){return iy[steg];}
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float Object3dData::getiz(int steg){return iz[steg];}
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void Object3dData::setix(float iix, int steg){ix[steg]=iix;}
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void Object3dData::setiy(float iiy, int steg){iy[steg]=iiy;}
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void Object3dData::setiz(float iiz, int steg){iz[steg]=iiz;}
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void Object3dData::setvx(float ivx, int steg) { vx[steg]=ivx;}
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float Object3dData::getvx(int steg) { return vx[steg]; }
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void Object3dData::setvy(float ivy, int steg) { vy[steg]=ivy;}
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float Object3dData::getvy(int steg) { return vy[steg]; }
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void Object3dData::setvz(float ivz, int steg) { vz[steg]=ivz;}
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float Object3dData::getvz(int steg) { return vz[steg]; }
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void Object3dData::setvnx(float ivnx, int steg) { vnx[steg]=ivnx;}
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float Object3dData::getvnx(int steg) { return vnx[steg]; }
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void Object3dData::setvny(float ivny, int steg) { vny[steg]=ivny;}
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float Object3dData::getvny(int steg) { return vny[steg]; }
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void Object3dData::setvnz(float ivnz, int steg) { vnz[steg]=ivnz;}
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float Object3dData::getvnz(int steg) { return vnz[steg]; }
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void Object3dData::setpoints(int ipoints, int steg) { points[steg]=ipoints;}
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int Object3dData::getpoints(int steg) { return points[steg]; }
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void Object3dData::settpoints(int itpoints, int steg) { tpoints[steg]=itpoints;}
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int Object3dData::gettpoints(int steg) { return tpoints[steg]; }
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void Object3dData::setvu(float ivu, int steg) { vu[steg]=ivu;}
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float Object3dData::getvu(int steg) { return vu[steg]; }
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void Object3dData::setvv(float ivv, int steg) { vv[steg]=ivv;}
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float Object3dData::getvv(int steg) { return vv[steg]; }
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void Object3dData::settexturep(int itexturep, int steg) { texturep[steg]=itexturep;}
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int Object3dData::gettexturep(int steg) { return texturep[steg]; }
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void Object3dData::setgouraud(float igouraud, int steg) { gouraud[steg]=igouraud;}
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float Object3dData::getgouraud(int steg) { return gouraud[steg]; }
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void Object3dData::setnumberofpoints(int inumberofpoints){numberofpoints=inumberofpoints;}
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int Object3dData::getnumberofpoints(){return numberofpoints;}
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void Object3dData::setnumberofvertices(int inumberofvertices) { numberofvertices=inumberofvertices;}
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int Object3dData::getnumberofvertices() { return numberofvertices; }
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void Object3dData::setnumberofpolys(int inumberofpolys){numberofpolys=inumberofpolys;}
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int Object3dData::getnumberofpolys(){return numberofpolys;}
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void Object3dData::setvisible(int ivisible) { visible=ivisible;}
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int Object3dData::getvisible() { return visible; }
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int Object3dData::getlightobject(){return lightobject;}
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void Object3dData::settransparent(float itransparent, int steg) { transparent[steg]=itransparent;}
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float Object3dData::gettransparent(int steg) { return transparent[steg]; }
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void Object3dData::setcolour(int icolour, int steg) { colour[steg]=icolour;}
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int Object3dData::getcolour(int steg) { return colour[steg]; }
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void Object3dData::setvisiblypolys(int ivisiblypolys, int step){visiblypolys[step]=ivisiblypolys;}
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int Object3dData::getvisiblypolys(int step){return visiblypolys[step];}
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void Object3dData::setvisiblyvertices(int ivisiblyvertices, int step){visiblyvertices[step]=ivisiblyvertices;}
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int Object3dData::getvisiblyvertices(int step){return visiblyvertices[step];}
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