modelmaterial.cpp
来自「骨骼动画....把魔兽模型解出的代码..」· C++ 代码 · 共 101 行
CPP
101 行
//+-----------------------------------------------------------------------------
//| Included files
//+-----------------------------------------------------------------------------
#include "ModelMaterial.h"
//+-----------------------------------------------------------------------------
//| Constructor
//+-----------------------------------------------------------------------------
MODEL_MATERIAL::MODEL_MATERIAL()
{
GeosetNodes.SetData(this);
RibbonEmitterNodes.SetData(this);
}
//+-----------------------------------------------------------------------------
//| Destructor
//+-----------------------------------------------------------------------------
MODEL_MATERIAL::~MODEL_MATERIAL()
{
Clear();
}
//+-----------------------------------------------------------------------------
//| Clears the material
//+-----------------------------------------------------------------------------
VOID MODEL_MATERIAL::Clear()
{
SAFE_CLEAR(MaterialData.LayerContainer);
MaterialData = MODEL_MATERIAL_DATA();
}
//+-----------------------------------------------------------------------------
//| Returns the mdx size of the material
//+-----------------------------------------------------------------------------
INT MODEL_MATERIAL::GetSize()
{
INT i;
INT Size = 20;
for(i = 0; i < MaterialData.LayerContainer.GetTotalSize(); i++)
{
if(MaterialData.LayerContainer.ValidIndex(i))
{
Size += MaterialData.LayerContainer[i]->GetSize();
}
}
return Size;
}
//+-----------------------------------------------------------------------------
//| Returns a reference to the data
//+-----------------------------------------------------------------------------
MODEL_MATERIAL_DATA& MODEL_MATERIAL::Data()
{
return MaterialData;
}
//+-----------------------------------------------------------------------------
//| Returns the render order
//+-----------------------------------------------------------------------------
INT MODEL_MATERIAL::GetRenderOrder()
{
INT i;
INT RenderOrder;
INT CurrentRenderOrder = 1;
for(i = 0; i < MaterialData.LayerContainer.GetTotalSize(); i++)
{
if(MaterialData.LayerContainer.ValidIndex(i))
{
RenderOrder = MaterialData.LayerContainer[i]->GetRenderOrder();
if(RenderOrder > CurrentRenderOrder) CurrentRenderOrder = RenderOrder;
}
}
return CurrentRenderOrder;
}
//+-----------------------------------------------------------------------------
//| Adds a layer
//+-----------------------------------------------------------------------------
BOOL MODEL_MATERIAL::AddLayer(MODEL_MATERIAL_LAYER* Layer)
{
if(!MaterialData.LayerContainer.Add(Layer))
{
Error.SetMessage("Unable to add a new material layer!");
return FALSE;
}
return TRUE;
}
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