105 lines
2.4 KiB
C++
105 lines
2.4 KiB
C++
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// loader.cxx - implement SSG model and texture loaders.
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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#include <simgear/misc/props.hxx>
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#include "loader.hxx"
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#include "model.hxx"
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGSSGLoader.
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////////////////////////////////////////////////////////////////////////
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FGSSGLoader::FGSSGLoader ()
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{
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// no op
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}
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FGSSGLoader::~FGSSGLoader ()
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{
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map<string, ssgBase *>::iterator it = _table.begin();
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while (it != _table.end()) {
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it->second->deRef();
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_table.erase(it);
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}
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}
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void
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FGSSGLoader::flush ()
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{
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map<string, ssgBase *>::iterator it = _table.begin();
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while (it != _table.end()) {
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ssgBase * item = it->second;
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// If there is only one reference, it's
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// ours; no one else is using the item.
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if (item->getRef() == 1) {
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item->deRef();
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_table.erase(it);
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}
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it++;
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}
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGModelLoader.
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////////////////////////////////////////////////////////////////////////
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FGModelLoader::FGModelLoader ()
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{
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}
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FGModelLoader::~FGModelLoader ()
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{
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}
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ssgEntity *
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FGModelLoader::load_model (const string &path)
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{
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// FIXME: normalize path to
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// avoid duplicates.
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map<string, ssgBase *>::iterator it = _table.find(path);
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if (it == _table.end()) {
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_table[path] = fgLoad3DModel((char *)path.c_str());
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it = _table.find(path);
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it->second->ref(); // add one reference to keep it around
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}
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return (ssgEntity *)it->second;
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGTextureLoader.
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////////////////////////////////////////////////////////////////////////
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FGTextureLoader::FGTextureLoader ()
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{
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}
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FGTextureLoader::~FGTextureLoader ()
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{
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}
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ssgTexture *
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FGTextureLoader::load_texture (const string &path)
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{
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map<string, ssgBase *>::iterator it = _table.find(path);
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if (it == _table.end()) {
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_table[path] = new ssgTexture((char *)path.c_str()); // FIXME wrapu/v
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it = _table.find(path);
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it->second->ref(); // add one reference to keep it around
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}
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return (ssgTexture *)it->second;
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}
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// end of loader.cxx
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