290 lines
10 KiB
C++
290 lines
10 KiB
C++
// Filename: materialCollection.cxx
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// Created by: drose (16Mar02)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "materialCollection.h"
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#include "indent.h"
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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MaterialCollection::
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MaterialCollection() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::Copy Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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MaterialCollection::
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MaterialCollection(const MaterialCollection ©) :
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_materials(copy._materials)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::Copy Assignment Operator
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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void MaterialCollection::
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operator = (const MaterialCollection ©) {
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_materials = copy._materials;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::add_material
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// Access: Published
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// Description: Adds a new Material to the collection.
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////////////////////////////////////////////////////////////////////
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void MaterialCollection::
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add_material(Material *node_material) {
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// If the pointer to our internal array is shared by any other
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// MaterialCollections, we have to copy the array now so we won't
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// inadvertently modify any of our brethren MaterialCollection
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// objects.
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if (_materials.get_ref_count() > 1) {
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Materials old_materials = _materials;
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_materials = Materials::empty_array(0);
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_materials.v() = old_materials.v();
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}
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_materials.push_back(node_material);
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::remove_material
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// Access: Published
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// Description: Removes the indicated Material from the collection.
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// Returns true if the material was removed, false if it was
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// not a member of the collection.
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////////////////////////////////////////////////////////////////////
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bool MaterialCollection::
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remove_material(Material *node_material) {
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int material_index = -1;
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for (int i = 0; material_index == -1 && i < (int)_materials.size(); i++) {
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if (_materials[i] == node_material) {
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material_index = i;
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}
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}
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if (material_index == -1) {
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// The indicated material was not a member of the collection.
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return false;
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}
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// If the pointer to our internal array is shared by any other
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// MaterialCollections, we have to copy the array now so we won't
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// inadvertently modify any of our brethren MaterialCollection
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// objects.
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if (_materials.get_ref_count() > 1) {
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Materials old_materials = _materials;
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_materials = Materials::empty_array(0);
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_materials.v() = old_materials.v();
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}
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_materials.erase(_materials.begin() + material_index);
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::add_materials_from
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// Access: Published
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// Description: Adds all the Materials indicated in the other
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// collection to this material. The other materials are simply
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// appended to the end of the materials in this list;
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// duplicates are not automatically removed.
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////////////////////////////////////////////////////////////////////
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void MaterialCollection::
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add_materials_from(const MaterialCollection &other) {
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int other_num_materials = other.get_num_materials();
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for (int i = 0; i < other_num_materials; i++) {
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add_material(other.get_material(i));
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::remove_materials_from
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// Access: Published
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// Description: Removes from this collection all of the Materials
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// listed in the other collection.
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////////////////////////////////////////////////////////////////////
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void MaterialCollection::
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remove_materials_from(const MaterialCollection &other) {
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Materials new_materials;
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int num_materials = get_num_materials();
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for (int i = 0; i < num_materials; i++) {
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PT(Material) material = get_material(i);
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if (!other.has_material(material)) {
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new_materials.push_back(material);
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}
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}
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_materials = new_materials;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::remove_duplicate_materials
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// Access: Published
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// Description: Removes any duplicate entries of the same Materials
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// on this collection. If a Material appears multiple
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// times, the first appearance is retained; subsequent
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// appearances are removed.
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////////////////////////////////////////////////////////////////////
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void MaterialCollection::
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remove_duplicate_materials() {
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Materials new_materials;
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int num_materials = get_num_materials();
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for (int i = 0; i < num_materials; i++) {
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PT(Material) material = get_material(i);
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bool duplicated = false;
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for (int j = 0; j < i && !duplicated; j++) {
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duplicated = (material == get_material(j));
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}
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if (!duplicated) {
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new_materials.push_back(material);
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}
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}
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_materials = new_materials;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::has_material
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// Access: Published
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// Description: Returns true if the indicated Material appears in
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// this collection, false otherwise.
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////////////////////////////////////////////////////////////////////
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bool MaterialCollection::
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has_material(Material *material) const {
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for (int i = 0; i < get_num_materials(); i++) {
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if (material == get_material(i)) {
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return true;
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}
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::clear
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// Access: Published
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// Description: Removes all Materials from the collection.
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////////////////////////////////////////////////////////////////////
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void MaterialCollection::
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clear() {
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_materials.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::find_material
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// Access: Published
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// Description: Returns the material in the collection with the
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// indicated name, if any, or NULL if no material has
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// that name.
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////////////////////////////////////////////////////////////////////
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Material *MaterialCollection::
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find_material(const string &name) const {
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int num_materials = get_num_materials();
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for (int i = 0; i < num_materials; i++) {
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Material *material = get_material(i);
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if (material->get_name() == name) {
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return material;
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}
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}
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return NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::get_num_materials
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// Access: Published
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// Description: Returns the number of Materials in the collection.
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////////////////////////////////////////////////////////////////////
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int MaterialCollection::
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get_num_materials() const {
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return _materials.size();
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::get_material
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// Access: Published
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// Description: Returns the nth Material in the collection.
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////////////////////////////////////////////////////////////////////
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Material *MaterialCollection::
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get_material(int index) const {
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nassertr(index >= 0 && index < (int)_materials.size(), NULL);
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return _materials[index];
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::operator []
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// Access: Published
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// Description: Returns the nth Material in the collection. This is
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// the same as get_material(), but it may be a more
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// convenient way to access it.
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////////////////////////////////////////////////////////////////////
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Material *MaterialCollection::
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operator [] (int index) const {
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nassertr(index >= 0 && index < (int)_materials.size(), NULL);
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return _materials[index];
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::size
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// Access: Published
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// Description: Returns the number of materials in the collection. This
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// is the same thing as get_num_materials().
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////////////////////////////////////////////////////////////////////
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int MaterialCollection::
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size() const {
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return _materials.size();
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::output
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// Access: Published
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// Description: Writes a brief one-line description of the
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// MaterialCollection to the indicated output stream.
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////////////////////////////////////////////////////////////////////
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void MaterialCollection::
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output(ostream &out) const {
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if (get_num_materials() == 1) {
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out << "1 Material";
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} else {
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out << get_num_materials() << " Materials";
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: MaterialCollection::write
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// Access: Published
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// Description: Writes a complete multi-line description of the
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// MaterialCollection to the indicated output stream.
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////////////////////////////////////////////////////////////////////
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void MaterialCollection::
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write(ostream &out, int indent_level) const {
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for (int i = 0; i < get_num_materials(); i++) {
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indent(out, indent_level) << *get_material(i) << "\n";
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}
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}
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