khanat-opennel-code/code/nel/src/3d/lod_character_shape_bank.cpp

122 lines
3.3 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/lod_character_shape_bank.h"
#include "nel/3d/lod_character_shape.h"
using namespace NLMISC;
using namespace std;
namespace NL3D
{
// ***************************************************************************
CLodCharacterShapeBank::CLodCharacterShapeBank()
{
}
// ***************************************************************************
void CLodCharacterShapeBank::reset()
{
contReset(_ShapeArray);
contReset(_ShapeMap);
}
// ***************************************************************************
uint32 CLodCharacterShapeBank::addShape()
{
// Alloc a new shape
_ShapeArray.resize(_ShapeArray.size()+1);
return (uint32)_ShapeArray.size()-1;
}
// ***************************************************************************
sint32 CLodCharacterShapeBank::getShapeIdByName(const std::string &name) const
{
CstItStrIdMap it= _ShapeMap.find(name);
if(it==_ShapeMap.end())
return -1;
else
return it->second;
}
// ***************************************************************************
const CLodCharacterShape *CLodCharacterShapeBank::getShape(uint32 shapeId) const
{
if(shapeId >= _ShapeArray.size())
return NULL;
else
return &_ShapeArray[shapeId];
}
// ***************************************************************************
CLodCharacterShape *CLodCharacterShapeBank::getShapeFullAcces(uint32 shapeId)
{
if(shapeId >= _ShapeArray.size())
return NULL;
else
return &_ShapeArray[shapeId];
}
// ***************************************************************************
bool CLodCharacterShapeBank::compile()
{
bool error= false;
// clear the map
contReset(_ShapeMap);
// build the map
for(uint i=0; i<_ShapeArray.size(); i++)
{
const string &name= _ShapeArray[i].getName();
ItStrIdMap it= _ShapeMap.find(name);
if(it == _ShapeMap.end())
_ShapeMap.insert(make_pair(name, i));
else
{
error= true;
nlwarning("Found a CLod with same name in the bank: %s", name.c_str());
}
}
return error;
}
// ***************************************************************************
uint CLodCharacterShapeBank::getNumShapes() const
{
return (uint)_ShapeArray.size();
}
// ***************************************************************************
void CLodCharacterShapeBank::serial(NLMISC::IStream &f)
{
(void)f.serialVersion(0);
f.serialCont(_ShapeArray);
f.serialCont(_ShapeMap);
}
} // NL3D