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MeshManager.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  * メッシュマネージャ実装
00022  * @author Junpee
00023  */
00024 
00025 #include "LampBasic.h"
00026 #include "Graphics/Mesh/MeshManager.h"
00027 
00028 namespace Lamp{
00029 
00030 //------------------------------------------------------------------------------
00031 // コンストラクタ
00032 MeshManager::MeshManager(Scene* scene) :
00033     SceneObjectManagerTemplate<Mesh>(scene){
00034 }
00035 //------------------------------------------------------------------------------
00036 // 剛体メッシュの作成
00037 RigidMesh* MeshManager::createRigidMesh(const String& meshName){
00038     if(!checkName(meshName)){ return NULL; }
00039     RigidMesh* mesh = new RigidMesh(meshName, getScene());
00040     addDatabase(meshName, mesh);
00041     return mesh;
00042 }
00043 //------------------------------------------------------------------------------
00044 // キャラクタメッシュの作成
00045 CharacterMesh* MeshManager::createCharacterMesh(const String& meshName){
00046     if(!checkName(meshName)){ return NULL; }
00047     CharacterMesh* mesh = new CharacterMesh(meshName, getScene());
00048     addDatabase(meshName, mesh);
00049     return mesh;
00050 }
00051 //------------------------------------------------------------------------------
00052 // デバイスオブジェクトの初期化
00053 bool MeshManager::initializeGraphicsDeviceObjects(){
00054     int meshCount = getCount();
00055     for(int i = 0; i < meshCount; i++){
00056         if(!get(i)->initializeGraphicsDeviceObjects()){ return false; }
00057     }
00058     return true;
00059 }
00060 //------------------------------------------------------------------------------
00061 // デバイスオブジェクトの削除
00062 void MeshManager::deleteGraphicsDeviceObjects(){
00063     int meshCount = getCount();
00064     for(int i = 0; i < meshCount; i++){
00065         get(i)->deleteGraphicsDeviceObjects();
00066     }
00067 }
00068 //------------------------------------------------------------------------------
00069 // デバイスオブジェクトのリストア
00070 bool MeshManager::restoreGraphicsDeviceObjects(){
00071     int meshCount = getCount();
00072     for(int i = 0; i < meshCount; i++){
00073         if(!get(i)->restoreGraphicsDeviceObjects()){ return false; }
00074     }
00075     return true;
00076 }
00077 //------------------------------------------------------------------------------
00078 // デバイスオブジェクトの無効化
00079 void MeshManager::invalidateGraphicsDeviceObjects(){
00080     int meshCount = getCount();
00081     for(int i = 0; i < meshCount; i++){
00082         get(i)->invalidateGraphicsDeviceObjects();
00083     }
00084 }
00085 //------------------------------------------------------------------------------
00086 } // End of namespace Lamp
00087 //------------------------------------------------------------------------------

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