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