66 InactiveModels.Reset_List();
97 InactiveModels.Remove(found);
105 if (new_model !=
NULL) {
129 Insert_Inactive_Model(obj);
145void RenderObjectRecyclerClass::Insert_Inactive_Model(
RenderObjClass * obj)
148 InactiveModels.
Add(obj);
163void RenderObjectRecyclerClass::Reset_Model(
RenderObjClass * model)
178 ParticleEmitterClass * emitter = (ParticleEmitterClass *)model;
WWINLINE void Release_Ref(void) const
bool Add(ObjectType *obj, bool onlyonce=true)
ObjectType * Peek_Obj(void)
virtual void Set_Transform(const Matrix3D &m)
virtual int Class_ID(void) const
virtual void Set_Animation(void)
virtual const char * Get_Name(void) const
virtual int Get_Num_Sub_Objects(void) const
virtual HAnimClass * Peek_Animation(void)
@ CLASSID_PARTICLEEMITTER
virtual RenderObjClass * Get_Sub_Object(int index) const
void Return_Render_Object(RenderObjClass *obj)
RenderObjClass * Get_Render_Object(const char *name, const Matrix3D &tm)
virtual RenderObjClass * Create_Render_Obj(const char *name)
static WW3DAssetManager * Get_Instance(void)
RefMultiListIterator< RenderObjClass > RefRenderObjListIterator