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TranslationMeshManager.cpp

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00001 //------------------------------------------------------------------------------
00002 // Lamp : Open source game middleware
00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
00004 //
00005 // This library is free software; you can redistribute it and/or
00006 // modify it under the terms of the GNU Lesser General Public
00007 // License as published by the Free Software Foundation; either
00008 // version 2.1 of the License, or (at your option) any later version.
00009 //
00010 // This library is distributed in the hope that it will be useful,
00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013 // Lesser General Public License for more details.
00014 //
00015 // You should have received a copy of the GNU Lesser General Public
00016 // License along with this library; if not, write to the Free Software
00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00018 //------------------------------------------------------------------------------
00019 
00020 /** @file
00021  * 変換メッシュマネージャ実装
00022  * @author Junpee
00023  */
00024 
00025 #include "System/stdafx.h"
00026 #include "Translator/Mesh/TranslationMeshManager.h"
00027 
00028 namespace LampForMaya{
00029 
00030 //------------------------------------------------------------------------------
00031 // コンストラクタ
00032 TranslationMeshManager::TranslationMeshManager() :
00033     database_(256, 0.75f), array_(256){
00034 }
00035 //------------------------------------------------------------------------------
00036 // デストラクタ
00037 TranslationMeshManager::~TranslationMeshManager(){
00038     Assert(database_.getCount() == 0);
00039     Assert(array_.getCount() == 0);
00040     if(getCount() != 0){ clear(); }
00041 }
00042 //------------------------------------------------------------------------------
00043 // Lampへの変換
00044 bool TranslationMeshManager::convertToLamp(Scene* scene) const{
00045     for(int i = 0; i < getCount(); i++){
00046         if(!get(i)->convertToLamp(scene)){ return false; }
00047     }
00048     return true;
00049 }
00050 //------------------------------------------------------------------------------
00051 // クリア
00052 int TranslationMeshManager::clear(){
00053     int result = getCount();
00054     // 要素の削除
00055     for(int i = 0; i < result; i++){ delete array_.get(i); }
00056     array_.clear();
00057     database_.clear();
00058     return result;
00059 }
00060 //------------------------------------------------------------------------------
00061 // 剛体メッシュの作成
00062 TranslationRigidMesh* TranslationMeshManager::createRigidMesh(
00063     const String& meshName){
00064     // 名前の重複チェック
00065     TranslationMesh* exist = search(meshName);
00066     if(exist != NULL){
00067         MayaErrorOut(String("TranslationMeshManager::createRigidMesh() "
00068             "名前が重複しています ") + meshName);
00069         return NULL;
00070     }
00071     // メッシュ生成
00072     TranslationRigidMesh* mesh = new TranslationRigidMesh(meshName);
00073     database_.put(meshName, mesh);
00074     array_.add(mesh);
00075     return mesh;
00076 }
00077 //------------------------------------------------------------------------------
00078 // キャラクタメッシュの作成
00079 TranslationCharacterMesh* TranslationMeshManager::createCharacterMesh(
00080     const String& meshName){
00081     // 名前の重複チェック
00082     TranslationMesh* exist = search(meshName);
00083     if(exist != NULL){
00084         MayaErrorOut(String("TranslationMeshManager::createCharacterMesh() "
00085             "名前が重複しています ") + meshName);
00086         return NULL;
00087     }
00088     // メッシュ生成
00089     TranslationCharacterMesh* mesh = new TranslationCharacterMesh(meshName);
00090     database_.put(meshName, mesh);
00091     array_.add(mesh);
00092     return mesh;
00093 }
00094 //------------------------------------------------------------------------------
00095 } // End of namespace LampForMaya
00096 //------------------------------------------------------------------------------

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