trpage_model.cpp

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/* ************************   Copyright Terrain Experts Inc.   Terrain Experts Inc (TERREX) reserves all rights to this source code   unless otherwise specified in writing by the President of TERREX.   This copyright may be updated in the future, in which case that version   supercedes this one.   -------------------   Terrex Experts Inc.   4400 East Broadway #314   Tucson, AZ  85711   info@terrex.com   Tel: (520) 323-7990   ************************   */#include <stdlib.h>#include <stdio.h>#include <string.h>#define OLDMODELSTYLE/* trpage_model.cpp	This source file contains the methods trpgModel and trpgModelTable.	You should only modify this code if you want to add data to these classes.	*/#include <trpage_geom.h>#include <trpage_read.h>/* Write Model class	Represents a model reference.	*/trpgModel::trpgModel(){	name = NULL;	type = External;	useCount = 0;	diskRef = -1;	handle = -1;	writeHandle = false;}trpgModel::trpgModel(const trpgModel &in):    trpgReadWriteable(in){	if (in.name)	{		name = new char[strlen(in.name)+1];		strcpy(name,in.name);	}	else		name = NULL;	type=in.type;	useCount=in.useCount;	diskRef=in.diskRef;	handle = in.handle;	writeHandle = in.writeHandle;}// Reset functionvoid trpgModel::Reset(){	if (name)		delete [] name;	name = NULL;	useCount = 0;	diskRef = -1;	handle = -1;	writeHandle = false;}trpgModel::~trpgModel(){	Reset();}// Set functionsvoid trpgModel::SetType(int t){	type = t;}void trpgModel::SetName(const char *nm){	if (name)		delete [] name;	if (nm)	{		name = new char[(nm ? strlen(nm) : 0)+1];		strcpy(name,nm);	}}void trpgModel::SetReference(trpgDiskRef pos){	diskRef = pos;}void trpgModel::SetNumTiles(int num){	useCount = num;}void trpgModel::AddTile(){	useCount++;}// Validity checkbool trpgModel::isValid() const{	if (type == External && !name)	{		strcpy(errMess, "Model is external with no name");		return false;	}	return true;}// Copy from one to anothertrpgModel& trpgModel::operator = (const trpgModel &in){	if (name) {		delete [] name;		name = NULL;	}	type = in.type;	if (in.name)		SetName(in.name);	diskRef = in.diskRef;	useCount = in.useCount;	writeHandle = in.writeHandle;	handle = in.handle;	return *this;}// Compare two modelsint trpgModel::operator == (const trpgModel &in) const{	if (type != in.type)		return 0;	switch (type) {	case Local:		if (diskRef == in.diskRef)			return 1;		else			return 0;		break;	case External:		if (!name && !in.name)			return 1;		if (!name || !in.name)			return 0;		if (strcmp(name,in.name))			return 0;		break;	}	return 1;}// Write a model reference outbool trpgModel::Write(trpgWriteBuffer &buf){	if (!isValid())		return false;	// We will use two different tokens to track the	// format used in terrapage 2.2, and older versions	int tok = TRPGMODELREF;	if(writeHandle)		tok = TRPGMODELREF2;// Nick messed up the model entries when checking into txv4; now we're// a bit stuck because U3 dbs don't have models in the U2 viewer.// This will force the old behavior.#ifdef OLDMODELSTYLE	buf.Begin(tok);	buf.Add(type);	//writeHandle is only set for terrapage 2.2, and we use the different token.	if(writeHandle) {		buf.Add((int)handle);	}	if (name)		buf.Add(name);	else        buf.Add(diskRef);	buf.Add(useCount);#else	buf.Begin(tok);	if(writeHandle) {		buf.Add((int)handle);	}	buf.Add(type);	buf.Add(name);	buf.Add(diskRef);	buf.Add(useCount);#endif	buf.End();	return true;}/*	*******************	Model Read Methods	*******************	*/// Get methodsbool trpgModel::GetType(int &t){	if (!isValid()) return false;	t = type;	return true;}bool trpgModel::GetName(char *str,int strLen) const{	if (!isValid()) return false;	int len = (name ? strlen(name) : 0);	strncpy(str,name,MIN(len,strLen)+1);	return true;}bool trpgModel::GetNumTiles(int &ret) const{	if (!isValid()) return false;	ret = useCount;	return true;}bool trpgModel::GetReference(trpgDiskRef &ref) const{	if (!isValid() || type != Local) return false;	ref = diskRef;	return true;}bool trpgModel::Read(trpgReadBuffer &buf, bool hasHandle){	// MD: added complexity here - written multiple ways by	// mistake, unraveling the various cases.	char tmpName[1024];	try {		buf.Get(type);		// TerraPage 2.2 will store the unique handle after the type		// we use a different token, so this is backwards compatible.		if(hasHandle) {			buf.Get((int32 &)handle);		}		else 			handle = -1;		if (type == Local) {			// two possibilities:			// name, diskRef, useCount			// diskRef, useCount			// diskRef + useCount = 12 bytes...			if (buf.TestLimit(13))			{				buf.Get(tmpName,1023);				SetName(tmpName);			}			buf.Get(diskRef);			buf.Get(useCount);		}		else		{			// two possibilities:			// name, diskRef, useCount			// name, useCount			buf.Get(tmpName,1023);			SetName(tmpName);			// useCount = 4 bytes...			if (buf.TestLimit(5))				buf.Get(diskRef);			buf.Get(useCount);		}	}	catch(...) {		return false;	}	// going to make this fail if the buffer isn't empty.	if (buf.TestLimit(1)) return false;	return isValid();}/* Write Model Reference table	Groups of models for the entire file.	*/// ConstructortrpgModelTable::trpgModelTable(){}trpgModelTable::~trpgModelTable(){}// Reset functionvoid trpgModelTable::Reset(){	modelsMap.clear();}// Set functionsvoid trpgModelTable::SetNumModels(int /*no*/){	// This method isn't needed with a map	//models.resize(no);}void trpgModelTable::SetModel(int id,const trpgModel &mod){	if (id < 0)		return;	modelsMap[id] = mod;	//models[id] = mod;}int trpgModelTable::AddModel(trpgModel &mod){	int hdl = modelsMap.size();	if(mod.GetHandle()==-1) {		modelsMap[hdl] = mod;		return hdl;	}	modelsMap[mod.GetHandle()] = mod;	return mod.GetHandle();}int trpgModelTable::FindAddModel(trpgModel &mod){	ModelMapType::iterator itr = modelsMap.begin();	for (  ; itr != modelsMap.end( ); itr++) {		if(itr->second == mod) {			return itr->first;		}	}	return AddModel(mod);}bool trpgModelTable::FindByName(const char *name, unsigned int &mId){	ModelMapType::const_iterator itr = modelsMap.begin();	for (  ; itr != modelsMap.end( ); itr++) {		char theName[1023];		itr->second.GetName(theName,1023);		if(strcmp(name,theName)==0) {			mId = itr->first;			return true;		}	}	return false;}// Validity checkbool trpgModelTable::isValid() const{	ModelMapType::const_iterator itr = modelsMap.begin();	for (  ; itr != modelsMap.end( ); itr++) {		if(!itr->second.isValid()) {			if(itr->second.getErrMess())				strcpy(errMess, itr->second.getErrMess());			return false;		}	}	return true;}// Write out the model tablebool trpgModelTable::Write(trpgWriteBuffer &buf){	if (!isValid())		return false;	buf.Begin(TRPGMODELTABLE);	buf.Add((int32)modelsMap.size());	ModelMapType::iterator itr = modelsMap.begin();	for (  ; itr != modelsMap.end( ); itr++) {		itr->second.Write(buf);	}	buf.End();	return true;}/*	***************	Model Table Read methods	***************	*/// Get methodsbool trpgModelTable::GetNumModels(int &nm) const{	if (!isValid())  return false;	nm = modelsMap.size();	return true;}bool trpgModelTable::GetModel(int id,trpgModel &model) const{	if (!isValid() || id < 0 ) //|| id >= models.size())		return false;	//model = models[id];	ModelMapType::const_iterator itr = modelsMap.find(id);	if(itr == modelsMap.end())	{		return false;	}	model = itr->second;	return true;}trpgModel *trpgModelTable::GetModelRef(int id){	if (id < 0 ) //|| id >= models.size())		return NULL;	//return &models[id];	ModelMapType::iterator itr = modelsMap.find(id);	if(itr == modelsMap.end())	{		return false;	}	return &(itr->second);}bool trpgModelTable::Read(trpgReadBuffer &buf){	int32 numModel;	trpgToken tok;	int32 len;	bool status;	try {		buf.Get(numModel);		for (int i=0;i<numModel;i++) {			trpgModel model;			buf.GetToken(tok,len);			bool readHandle;			if (tok == TRPGMODELREF)				readHandle = false;			else if (tok == TRPGMODELREF2)				readHandle = true;			else				throw 1;			buf.PushLimit(len);			status = model.Read(buf,readHandle);			buf.PopLimit();			if (!status)  throw 1;			AddModel(model);		}	}	catch (...) {		return false;	}	return isValid();}

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