open_toontown_panda3d/panda/src/pgraph/materialCollection.cxx

290 lines
10 KiB
C++

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