Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a body group list
//
//===========================================================================//
#include "mdlobjects/dmebodygrouplist.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmebodygroup.h"
#include "mdlobjects/dmelodlist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBodyGroupList, CDmeBodyGroupList );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeBodyGroupList::OnConstruction()
{
m_BodyGroups.Init( this, "bodyGroups" );
}
void CDmeBodyGroupList::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Finds a body group by name
//-----------------------------------------------------------------------------
CDmeBodyGroup *CDmeBodyGroupList::FindBodyGroup( const char *pName )
{
int nCount = m_BodyGroups.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( !Q_stricmp( pName, m_BodyGroups[i]->GetName() ) )
return m_BodyGroups[i];
}
return NULL;
}
//-----------------------------------------------------------------------------
// Gets the 'main' body part (used for compilation)
//-----------------------------------------------------------------------------
CDmeLODList *CDmeBodyGroupList::GetMainBodyPart()
{
if ( m_BodyGroups.Count() == 0 )
return NULL;
CDmeBodyGroup *pMainBodyGroup = FindBodyGroup( "default" );
if ( !pMainBodyGroup )
{
pMainBodyGroup = m_BodyGroups[0];
}
CDmeLODList *pLODList = CastElement< CDmeLODList >( pMainBodyGroup->FindBodyPart( "default" ) );
if ( pLODList )
return pLODList;
const int nBodypartCount = pMainBodyGroup->m_BodyParts.Count();
for ( int i = 0; i < nBodypartCount; ++i )
{
pLODList = CastElement< CDmeLODList >( pMainBodyGroup->m_BodyParts[ i ] );
if ( pLODList && pLODList->m_LODs.Count() > 0 )
return pLODList;
}
return NULL;
}